- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - /\ - 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: 05/10/13 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 - ====================== -- Press Ctrl + F and type in the code listed beside each section for -- - quicker navigation through the guide - --- --- ___ |_ | | | ______ ______ ______ ______ ______ | | |______| |______| |______| |______| |______| INTRO & BASICS | | [IB00] |_| - Intro . . . . . . . . . . . . . . . . . . . . . . . . . . . [IB01] - Controls . . . . . . . . . . . . . . . . . . . . . . . . . . [IB02] - Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . [IB03] _______ |_____ | _____| | ______ ______ ______ ______ ______ | _____| |______| |______| |______| |______| |______| DETAILED MOVE | |_____ LIST |_______| [DM00] - Aquaman . . . . . . . . . . . . . . . . . . . . . . . . . . [DM01] - Ares . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM02] - Bane . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM03] - Batman . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM04] - Black Adam . . . . . . . . . . . . . . . . . . . . . . . . . [DM05] - Catwoman . . . . . . . . . . . . . . . . . . . . . . . . . . [DM06] - Cyborg . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM07] - Deathstroke . . . . . . . . . . . . . . . . . . . . . . . . [DM08] - Doomsday . . . . . . . . . . . . . . . . . . . . . . . . . . [DM09] - The Flash . . . . . . . . . . . . . . . . . . . . . . . . . [DM10] - Green Arrow . . . . . . . . . . . . . . . . . . . . . . . . [DM11] - Green Lantern . . . . . . . . . . . . . . . . . . . . . . . [DM12] - Harley Quinn . . . . . . . . . . . . . . . . . . . . . . . . [DM13] - Hawkgirl . . . . . . . . . . . . . . . . . . . . . . . . . . [DM14] - The Joker . . . . . . . . . . . . . . . . . . . . . . . . . [DM15] - Killer Frost . . . . . . . . . . . . . . . . . . . . . . . . [DM16] - Lex Luthor . . . . . . . . . . . . . . . . . . . . . . . . . [DM17] - Nightwing . . . . . . . . . . . . . . . . . . . . . . . . . [DM18] - Raven . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM19] - Shazam . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM20] - Sinestro . . . . . . . . . . . . . . . . . . . . . . . . . . [DM21] - Solomon Grundy . . . . . . . . . . . . . . . . . . . . . . . [DM22] - Superman . . . . . . . . . . . . . . . . . . . . . . . . . . [DM23] - Wonder Woman . . . . . . . . . . . . . . . . . . . . . . . . [DM24] _______ |_____ | _____| | ______ ______ ______ ______ ______ |_____ | |______| |______| |______| |______| |______| BRIEF MOVE LIST _____| | [BM00] |_______| _ _ | | | | | |___| | ______ ______ ______ ______ ______ |_____ | |______| |______| |______| |______| |______| ARENAS | | [AR00] |_| _______ | _____| | |_____ ______ ______ ______ ______ ______ |_____ | |______| |______| |______| |______| |______| SECRETS _____| | [SE00] |_______| - Extra Costumes . . . . . . . . . . . . . . . . . . . . . . . [SE01] - Trophies Achievements . . . . . . . . . . . . . . . . . . . [SE02] _______ | _____| | |_____ ______ ______ ______ ______ ______ | ___ | |______| |______| |______| |______| |______| S.T.A.R. LABS | |___| | MISSIONS |_______| [SL00] - Superman Missions . . . . . . . . . . . . . . . . . . . . . [SL01] - Batman Missions . . . . . . . . . . . . . . . . . . . . . . [SL02] - Catwoman Missions . . . . . . . . . . . . . . . . . . . . . [SL03] - The Flash Missions . . . . . . . . . . . . . . . . . . . . . [SL04] - Shazam Missions . . . . . . . . . . . . . . . . . . . . . . [SL05] _______ |_____ | | | ______ ______ ______ ______ ______ | | |______| |______| |______| |______| |______| EVERYTHING ELSE | | [EE00] |_| =============================================================================== ___ [IB00] |_ | | | | | | | |_| I N T R O & B A S I C S =============================================================================== _____ \_ \ / /\/ /\/ /_ ________ \____/ N T R O \______________________________________________________________ ------------------------------------------------------------------------------- [IB01] 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 \_________________________________________________________ ------------------------------------------------------------------------------- [IB02] ==> 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 is a list of attack 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 ==> ARCADE STICK SHORTCUTS ---------------------------------------------------- The following is a list of button combinations that can be used in place of certain buttons when using an arcade stick. Since arcade stick buttons are so big, it's often better to use shortcuts such as these. L + H - Throw L + M - Interact M + H - Flip Stance L + M + H - Meter Burn As far as I know, either the Meter Burn or the Flip stance button must be pressed together or you must press one of the combinations listed above along with the single button for each one to perform a super move. From what I have tried, a super move has no true arcade stick setup shortcut. ==> 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 \____________________________________________________________ ------------------------------------------------------------------------------- [IB03] ==> 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 strength 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 very short move list then visit the third section of this guide for a complete move list that is very simple and free of tons of access information. This section lists frame data for each move per character. All of the frame data is taken directly from the pause menu in the game and provided as a reference for your convenience. I'll post up a written explanation of frame data soon for those that don't know how to read and understand it. For now, if you are new to using frame data and do not know how to use it, then please visit the following videos on youtube for an in-depth explanation: --> How to Read and Use Frame Data (Part 1) by OneHandedTerror http://youtu.be/rCwWa6GOUUU --> How to Read and Use Frame Data (Part 2) by OneHandedTerror http://youtu.be/nmipAe4A3c4 _ [DM01] /_\ __ _ _ _ __ _ _ __ ___ __ _ _ __ ************* //_\\ / _` || | | | / _` || '_ ` _ \ / _` || '_ \ ************* / _ \| (_| || |_| || (_| || | | | | || (_| || | | | ************ \_/ \_/ \__, | \__,_| \__,_||_| |_| |_| \__,_||_| |_| ************ |_| First Appearance: More Fun Comics #73 (September 1941) _______________________________________________________________________________ BASIC ATTACKS A Q U A M A N ������������������������������������������������������������������������������� -- Flounder Fist - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 9 | 11 | 9 | 0 | '-------------------------------------------------------------------' -- Trident Push - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 13 | 14 | 22 | 0 | '-------------------------------------------------------------------' -- Trident Spin - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 12 | 28 | 35 | 4 | '-------------------------------------------------------------------' -- Mera's Fury - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.00 | 9 | 19 | 16 | -4 | '-------------------------------------------------------------------' -- Trident Slam - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 25 | 29 | 44 | -10 | '-------------------------------------------------------------------' -- Whirl Pool - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 29 | 27 | 75 | 6 | '-------------------------------------------------------------------' -- Surface Dwellers - f + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 7 | 22 | 13 | 3 | '-------------------------------------------------------------------' -- Stingray Sweep - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 6.75 | 10 | 27 | 53 | -13 | '-------------------------------------------------------------------' -- For Neptune - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 29 | 27 | 77 | 6 | '-------------------------------------------------------------------' -- Shark Strike - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 6 | 20 | 6 | -4 | '-------------------------------------------------------------------' -- Rising Trident - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 7 | 25 | 66 | -17 | '-------------------------------------------------------------------' -- Sea Sweep - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 10 | 32 | 33 | -15 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS A Q U A M A N ������������������������������������������������������������������������������� -- Urchin Kick - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 8 | 24 | 2 | -10 | '-------------------------------------------------------------------' -- Air Stab - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 10 | 24 | 15 | -6 | '-------------------------------------------------------------------' -- Trident Jab - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 13 | 24 | 53 | -2 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS A Q U A M A N ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS A Q U A M A N ������������������������������������������������������������������������������� -- For Neptune - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Whirl Pool - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS A Q U A M A N ������������������������������������������������������������������������������� -- Seven Seas - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 13 | 19 | 16 | -5 | '-------------------------------------------------------------------' -- Aquatic Ace - L, L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.51 | 8 | 34 | 10 | -41 | '-------------------------------------------------------------------' -- Marine Marvel f + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 4.25 | 21 | 15 | 62 | 2 | '-------------------------------------------------------------------' -- Tidal Wave - f + L, H, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.89 | 28 | 26 | 67 | 8 | '-------------------------------------------------------------------' -- From the Depths - b + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 16 | 19 | 6 | -6 | '-------------------------------------------------------------------' -- Huzzah - b + L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 10 | 33 | 41 | -3 | '-------------------------------------------------------------------' -- Tsunami Slam - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 17 | 32 | 4 | -6 | '-------------------------------------------------------------------' -- Atlantean Strength - M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.32 | 17 | 34 | 11 | -1 | '-------------------------------------------------------------------' -- Orin Origin - b + M, u + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.55 | 14 | 37 | 70 | -22 | '-------------------------------------------------------------------' -- Deep Sea - f + M, L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 19 | 22 | 14 | 10 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES A Q U A M A N ������������������������������������������������������������������������������� -- Trident Rush - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 19.54 | 9 | 38 | -70 | -92 | '-------------------------------------------------------------------' Aquaman attacks with a wave of trident stabs. Tap forward or backward during this attack to make Aquaman advance or retreat during stabs. -- Trident Rush - d, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.94 | 13 | 37 | -33 | -48 | '-------------------------------------------------------------------' Meter Burn Trident Rush makes Aquaman perform several more trident stabs. -- From the Deep - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 18 | 46 | 58 | -21 | '-------------------------------------------------------------------' Aquaman stabs the ground with his trident and makes a water pool appear below his opponent then a trident surfaces to stab the opponent. -- From the Deep - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.40 | 12 | 20 | 53 | N/A | '-------------------------------------------------------------------' Meter Burn From the Deep makes Aquaman summon a lightning bolt that will bounce the opponent after the trident stab. -- Water Shield - d, d, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 0.00 | 0 | 45 | N/A | N/A | '-------------------------------------------------------------------' 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. -- Water Shield - d, d, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 0 | 27 | 55 | 6 | '-------------------------------------------------------------------' Meter Burn Water Shield causes the shield to explode and damage a nearby opponent. -- Trident Scoop - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.80 | 14 | 31 | 48 | -22 | '-------------------------------------------------------------------' Aquaman scoops downward with his trident and then launches his opponent into the air behind him. -- Trident Toss - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 11.00 | 17 | -27 | 7 | -27 | '-------------------------------------------------------------------' Aquaman tosses his trident toward his opponent. _______________________________________________________________________________ SUPER MOVE A Q U A M A N ������������������������������������������������������������������������������� -- Atlantean Rage - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 32.50 | 131 | 46 | 14 | -24 | '-------------------------------------------------------------------' Aquaman strikes his opponent with his trident then calls forth a massive tidal wave to hit his opponent. A shark in the tidal wave bites the opponent. _______________________________________________________________________________ CHARACTER POWER A Q U A M A N ������������������������������������������������������������������������������� -- Water of Life - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 21 | N/A | N/A | '-------------------------------------------------------------------' Water streams down Aquaman's body and allows him to slip out of his opponent's attacks more easily. Basically, if your opponent is performing a combo while Aquaman has the Water of Life active, Aquaman will recover more quickly from each attack (while getting hit) and he may be able to guard during the middle of the combo. _ [DM02] /_\ _ __ ___ ___ **************************** //_\\ | '__|/ _ \/ __| *************************** / _ \| | | __/\__ \ *************************** \_/ \_/|_| \___||___/ *************************** First Appearance: Wonder Woman #1 (Summer 1942) _______________________________________________________________________________ BASIC ATTACKS A R E S ������������������������������������������������������������������������������� -- Devil's Fist - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 8 | 11 | 24 | 1 | '-------------------------------------------------------------------' -- Waring Cross - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 10 | 14 | 22 | 2 | '-------------------------------------------------------------------' -- Thundering Slap - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 14 | 19 | 15 | 0 | '-------------------------------------------------------------------' -- Sliding Strike - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 15 | 15 | 19 | -1 | '-------------------------------------------------------------------' -- Downward Hammerfist - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 19 | 18 | 9 | 0 | '-------------------------------------------------------------------' -- Fierce Gauntlet - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 33 | 18 | 84 | 14 | '-------------------------------------------------------------------' -- Front Knee - f + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 12 | 13 | 22 | -2 | '-------------------------------------------------------------------' -- Savage Uppercut - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 18 | 19 | 67 | -2 | '-------------------------------------------------------------------' -- Raging Fists - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 28 | 16 | 83 | 16 | '-------------------------------------------------------------------' -- Low Sweep - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.00 | 6 | 16 | 9 | -4 | '-------------------------------------------------------------------' -- Fearful Cut - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 10 | 33 | 67 | -21 | '-------------------------------------------------------------------' -- Surprise Strike - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 17 | 27 | 36 | -9 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS A R E S ������������������������������������������������������������������������������� -- Spearing Stab - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 25 | 1 | -11 | '-------------------------------------------------------------------' -- Crowning Elbow - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 8 | 21 | 14 | -7 | '-------------------------------------------------------------------' -- Mighty Hammerfist - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 10 | 24 | 52 | -3 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS A R E S ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS A R E S ������������������������������������������������������������������������������� -- Raging Fists - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Fierce Gauntlet - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS A R E S ������������������������������������������������������������������������������� -- Deity Ruler - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 15 | 16 | 21 | -1 | '-------------------------------------------------------------------' -- Supreme General - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 7 | 20 | 21 | -1 | '-------------------------------------------------------------------' -- Reign of Terror - L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 14 | 18 | 14 | -2 | '-------------------------------------------------------------------' -- Honor the Gods - L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 11 | 23 | 76 | 1 | '-------------------------------------------------------------------' -- Olympian Might - b + L, A .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.45 | 14 | 26 | 58 | -2 | '-------------------------------------------------------------------' -- Furious Anger - f + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.55 | 16 | 20 | 34 | 0 | '-------------------------------------------------------------------' -- Bloodshed - f + L, d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 8.55 | 18 | 20 | 42 | -4 | '-------------------------------------------------------------------' -- Divine Order - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 6 | 19 | 16 | -4 | '-------------------------------------------------------------------' -- Cerberus Pain - M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 18 | 15 | 56 | 0 | '-------------------------------------------------------------------' -- Mighty Aggression - b + M, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 16 | 18 | 65 | 3 | '-------------------------------------------------------------------' -- Invading Force - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 16 | 25 | 54 | -4 | '-------------------------------------------------------------------' -- Bow to Me - f + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 4.75 | 17 | 16 | 60 | -1 | '-------------------------------------------------------------------' -- Malevolent Violence - H, d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 20 | 29 | 60 | 2 | '-------------------------------------------------------------------' -- Immortal Rush - H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 25 | 27 | 73 | -2 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES A R E S ������������������������������������������������������������������������������� -- Phase Shifter - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 32 | N/A | N/A | '-------------------------------------------------------------------' Ares makes himself transparent for a few seconds. This move can be performed again to make Ares show himself immediately. -- Phase Shifter - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 14 | N/A | N/A | '-------------------------------------------------------------------' Meter Burn Phase Shifter will make Ares fully invisible to where even his transparent image cannot be seen. -- God Smack - d, d, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 12.00 | 45 | 37 | 32 | N/A | '-------------------------------------------------------------------' -- Close God Smack - d, d, M, b -- Far God Smack - d, d, M, f .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 12.00 | 33 | 37 | 32 | N/A | '-------------------------------------------------------------------' Ares jumps into the air then leaps forward and smashes the ground with his fists. -- God Smack - d, d, M (MB) -- Close God Smack - d, d, M, b (MB) -- Far God Smack - d, d, M, f (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 12.00 | 33 | 37 | 88 | N/A | '-------------------------------------------------------------------' Meter Burn God Smack will make the attack launch a character for juggling afterwards. -- Dark Energy - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 7.00 | 21 | -66 | 4 | 2 | '-------------------------------------------------------------------' Ares fires a dark projectile forward. -- Dark Energy - d, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 14.00 | 16 | -61 | 39 | -3 | '-------------------------------------------------------------------' Meter Burn Dark energy 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 20 | 19 | N/A | N/A | '-------------------------------------------------------------------' Ares teleports behind or in front of his opponent. _______________________________________________________________________________ SUPER MOVE A R E S ������������������������������������������������������������������������������� -- Annihilator - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 33.00 | 114 | 61 | 114 | -28 | '-------------------------------------------------------------------' 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 A R E S ������������������������������������������������������������������������������� -- 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 9.00 | 13 | 2 | -4 | -15 | '-------------------------------------------------------------------' -- Downward Sword - hold/tap S, u .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.00 | 23 | 9 | 78 | 14 | '-------------------------------------------------------------------' -- Rising Sword - hold/tap S, d .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.00 | 22 | 24 | -2 | -2 | '-------------------------------------------------------------------' 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 14.98 | 13 | 0 | 27 | -41 | '-------------------------------------------------------------------' -- Downward Axe - hold/tap b + S, u .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 10.85 | 23 | 0 | 32 | -6 | '-------------------------------------------------------------------' -- Rising Axe - hold/tap b + S, d .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.42 | 22 | 34 | -2 | -22 | '-------------------------------------------------------------------' 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. ___ [DM03] / __\ __ _ _ __ ___ ************************** /__\// / _` || '_ \ / _ \ ************************* / \/ \| (_| || | | || __/ ************************* \_____/ \__,_||_| |_| \___| ************************* First Appearance: Batman: Vengeance of Bane #1 (January 1993) _______________________________________________________________________________ BASIC ATTACKS B A N E ������������������������������������������������������������������������������� -- Brute Jab - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 9 | 20 | 19 | -2 | '-------------------------------------------------------------------' -- Brute Hammerfist - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 12 | 25 | 11 | -1 | '-------------------------------------------------------------------' -- Brute Kick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 15 | 40 | 35 | -6 | '-------------------------------------------------------------------' -- Shin Splint - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.00 | 17 | 9 | 16 | 12 | '-------------------------------------------------------------------' -- Earthquake Stomp - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 3.00 | 18 | 23 | 16 | -2 | '-------------------------------------------------------------------' -- Thundering Dropkick - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 32 | 36 | 69 | -4 | '-------------------------------------------------------------------' -- Shattering Cross - f + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 21 | 37 | 5 | 7 | '-------------------------------------------------------------------' -- Lucho Powerpunch - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 14.00 | 26 | 38 | 16 | -23 | '-------------------------------------------------------------------' -- Fist Slam - f + M, d .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 11 | 33 | 46 | 0 | '-------------------------------------------------------------------' -- Devastator - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 40 | 25 | 80 | 9 | '-------------------------------------------------------------------' -- Quick Kick - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.00 | 11 | 10 | 17 | 3 | '-------------------------------------------------------------------' -- Rising Double Fist - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 16 | 22 | 71 | -7 | '-------------------------------------------------------------------' -- Fist Trip - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 19 | 30 | 33 | -14 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS B A N E ������������������������������������������������������������������������������� -- Demolish - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 11 | 25 | 40 | 27 | '-------------------------------------------------------------------' -- Crushing - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 13 | 31 | 8 | -13 | '-------------------------------------------------------------------' -- Pulverize - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 11 | 26 | 46 | -9 | '-------------------------------------------------------------------' -- Body Splash - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.00 | ? | ? | ? | ? | '-------------------------------------------------------------------' NOTE: In the pause menu, Bane's data for his Body Splash is the same as his Pulverize air attack and it does not match the in-game damage, so the rest of the data is probably wrong too. _______________________________________________________________________________ THROWS B A N E ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 9.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 9.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS B A N E ������������������������������������������������������������������������������� -- Devastator - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Thundering Dropkick - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS B A N E ������������������������������������������������������������������������������� -- Punching Bag - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 7 | 29 | 3 | -1 | '-------------------------------------------------------------------' -- Juiced - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.93 | 21 | 39 | 15 | -14 | '-------------------------------------------------------------------' -- Feel the Pain - L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.32 | 24 | 28 | 60 | 3 | '-------------------------------------------------------------------' -- Bring It - b + L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 1.90 | 20 | 18 | 18 | -2 | '-------------------------------------------------------------------' -- Bitter Taste - b + L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 16 | 28 | 55 | 1 | '-------------------------------------------------------------------' -- Dead One - L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 14 | 36 | 32 | -3 | '-------------------------------------------------------------------' -- Final Strike - L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 6 | 33 | 50 | -4 | '-------------------------------------------------------------------' -- Secret Six - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 15 | 32 | 29 | -2 | '-------------------------------------------------------------------' -- Venom Strength - M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 17 | 40 | 49 | -7 | '-------------------------------------------------------------------' -- Knightfall - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.65 | 21 | 28 | 45 | 4 | '-------------------------------------------------------------------' -- Master of Disguise - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 19 | 27 | 48 | 5 | '-------------------------------------------------------------------' -- Veritas Leberat - f + M, d, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.60 | 20 | 36 | 33 | -2 | '-------------------------------------------------------------------' -- Infinite Crisis - f + M, d, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 27 | 61 | 24 | -30 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES B A N E ������������������������������������������������������������������������������� -- Body Press - d, b, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 16.00 | 20 | 20 | 14 | N/A | '-------------------------------------------------------------------' Bane reaches out and grabs his opponent then holds the foe over his head and slams the opponent into the ground. -- Body Press - d, b, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 16.00 | 0 | 205 | -205 | N/A | '-------------------------------------------------------------------' Meter Burn Body Press will make Bane perform a backbreaker that takes off more damage. -- Raging Charge - b, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 15.00 | 32 | 45 | 20 | -11 | '-------------------------------------------------------------------' Bane races forward and rams his opponent. -- Raging Charge - b, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 23 | 66 | 3 | N/A | '-------------------------------------------------------------------' Meter Burn Raging Charge will make Bane perform a follow-up falling elbow to the grounded opponent. -- Double Punch - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.75 | 16 | 20 | 4 | -5 | '-------------------------------------------------------------------' Bane spins toward his opponent and performs an overhead punch followed by an uppercut. -- Double Punch - b, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 25 | 29 | 42 | N/A | '-------------------------------------------------------------------' Meter Burn Double Punch will make Bane perform an extra jumping punch at the end of the combination to take off more damage. -- Venom Uppercut - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.00 | 14 | 44 | 40 | -31 | '-------------------------------------------------------------------' Bane uppercuts upward while jumping and knocks his opponent into the air. -- Venom Uppercut - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.55 | 16 | 85 | 26 | N/A | '-------------------------------------------------------------------' Meter Burn Venom Uppercut 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 13.00 | 9 | 43 | 14 | N/A | '-------------------------------------------------------------------' 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 the foe to the ground Feet Facing Down - Bane flips the opponent to the other side of the screen _______________________________________________________________________________ SUPER MOVE B A N E ������������������������������������������������������������������������������� -- Break the Bat - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 36.00 | 136 | 44 | 14 | N/A | '-------------------------------------------------------------------' 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 B A N E ������������������������������������������������������������������������������� -- Venom Boost - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 9 | N/A | N/A | '-------------------------------------------------------------------' 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 prior to the cool down period. ___ _ [DM04] / __\ __ _ | |_ _ __ ___ __ _ _ __ ****************** /__\// / _` || __|| '_ ` _ \ / _` || '_ \ ***************** / \/ \| (_| || |_ | | | | | || (_| || | | | ***************** \_____/ \__,_| \__||_| |_| |_| \__,_||_| |_| **************** First appearance: Detective Comics #27 (May 1939) _______________________________________________________________________________ BASIC ATTACKS B A T M A N ������������������������������������������������������������������������������� -- Palm Strike - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 6 | 12 | 8 | 4 | '-------------------------------------------------------------------' -- Hammer Fist - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 10 | 29 | 7 | -3 | '-------------------------------------------------------------------' -- Roundhouse - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 13 | 22 | 10 | 1 | '-------------------------------------------------------------------' -- Crusader Kick - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 9 | 16 | 9 | 0 | '-------------------------------------------------------------------' -- Batarang Swipe - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 12 | 24 | 11 | -9 | '-------------------------------------------------------------------' -- Flying Kick - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 29 | 22 | 81 | 12 | '-------------------------------------------------------------------' -- Caped Crusade - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 14 | 24 | 11 | 1 | '-------------------------------------------------------------------' -- Wheel Kicks - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 29 | 26 | 79 | 8 | '-------------------------------------------------------------------' -- Low Jab - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 7 | 12 | 14 | 0 | '-------------------------------------------------------------------' -- Uppercut - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 7 | 29 | 62 | -16 | '-------------------------------------------------------------------' -- Low Hammerfist - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 15 | 20 | 42 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS B A T M A N ������������������������������������������������������������������������������� -- Flying Knee - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 22 | 4 | -8 | '-------------------------------------------------------------------' -- Straight Kick - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 7 | 22 | 17 | -4 | '-------------------------------------------------------------------' -- Flip Kick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 10 | 16 | 10 | 10 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS B A T M A N ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS B A T M A N ������������������������������������������������������������������������������� -- Wheel Kicks - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Flying Kick - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS B A T M A N ������������������������������������������������������������������������������� -- Showdown - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 9 | 18 | 16 | 1 | '-------------------------------------------------------------------' -- Injustice - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 9 | 41 | -5 | -6 | '-------------------------------------------------------------------' -- Vengeance - L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 4.51 | 21 | 25 | 67 | 5 | '-------------------------------------------------------------------' -- Tricky Bat - L, M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 22 | 46 | 11 | -23 | '-------------------------------------------------------------------' -- Intimidation - L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 13 | 19 | 16 | 6 | '-------------------------------------------------------------------' -- Mind Games - L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 4.51 | 17 | 18 | 80 | -5 | '-------------------------------------------------------------------' -- Millionaire - b + L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 12 | 25 | 11 | -4 | '-------------------------------------------------------------------' -- High Tech - b + L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.12 | 18 | 17 | 46 | -5 | '-------------------------------------------------------------------' -- Darkness - b + L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 18 | 26 | 67 | -6 | '-------------------------------------------------------------------' -- Tragic - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 1.90 | 11 | 18 | 14 | 8 | '-------------------------------------------------------------------' -- Caped Crusader - M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 15 | 14 | 88 | -1 | '-------------------------------------------------------------------' -- Stay Down - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.97 | 10 | 3 | 55 | -15 | '-------------------------------------------------------------------' -- Winged Avenger - F + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.22 | 6 | 25 | 45 | -7 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES B A T M A N ������������������������������������������������������������������������������� -- Straight Grapple - d, f + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 8.80 | 20 | 27 | -11 | -32 | '-------------------------------------------------------------------' 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. -- Straight Grapple - d, f + L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 31 | -31 | N/A | '-------------------------------------------------------------------' Meter Burn Straight Grapple makes 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 10.00 | 14 | 44 | 57 | -42 | '-------------------------------------------------------------------' Batman fires his grapple gun diagonally upward. If he hits the opponent, he will slam the opponent down to the ground behind him. -- Sky Grapple - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 4.25 | 0 | 12 | 83 | N/A | '-------------------------------------------------------------------' Meter Burn Sky Grapple will make the opponent bounce after being slammed. -- Batarang - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.80 | 20 | -155 | -7 | -18 | '-------------------------------------------------------------------' Batman tosses two batarangs forward. -- Batarang - b, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.75 | 8 | 0 | 65 | 38 | '-------------------------------------------------------------------' Meter Burn can be used to detonate the batarangs for additional damage. -- Up Batarang - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 6.00 | 19 | -167 | 6 | -5 | '-------------------------------------------------------------------' Batman tosses a batarang diagonally upward. -- Up Batarang - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 5.00 | 6 | 0 | 102 | 38 | '-------------------------------------------------------------------' Meter Burn will make the batarang explode. -- Slide Kick - b, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 16 | 50 | -2 | -35 | '-------------------------------------------------------------------' Batman slides toward the opponent's feet to knock them down. -- Slide Kick - b, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 4.75 | 15 | -125 | 16 | N/A | '-------------------------------------------------------------------' Meter Burn Slide Kick will make Batman toss a batarang to juggle the opponent after the slide. -- Scatter Bombs (Air) - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 8 | 31 | 7 | -16 | '-------------------------------------------------------------------' Batman detonates scatter bombs in the air in front of him while jumping. This will knock back airborne foes and stagger standing opponents. -- Cape Parry - d, b, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 12.00 | 1 | 42 | 14 | -84 | '-------------------------------------------------------------------' Batman covers his front side with his cape and will perform a takedown counter if hit with most high or mid attacks. _______________________________________________________________________________ SUPER MOVE B A T M A N ������������������������������������������������������������������������������� -- The Dark Knight - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 33.35 | 121 | 44 | 14 | -14 | '-------------------------------------------------------------------' Batman hits his foe 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 B A T M A N ������������������������������������������������������������������������������� -- Double Jump - u + b or up + f .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 15 | -15 | -15 | '-------------------------------------------------------------------' -- Release the Bats - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.80 | 5 | 0 | 46 | 15 | '-------------------------------------------------------------------' -- Bat Swarm - d + S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 10 | 8 | 81 | 12 | '-------------------------------------------------------------------' 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 - launching the bats can be performed during combos. 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. ___ _ _ _ _ [DM05] / __\| | __ _ ___ | | __ /_\ __| | __ _ _ __ ___ ********* /__\//| | / _` | / __|| |/ / //_\\ / _` | / _` || '_ ` _ \ ******** / \/ \| || (_| || (__ | < / _ \| (_| || (_| || | | | | | ******** \_____/|_| \__,_| \___||_|\_\ \_/ \_/ \__,_| \__,_||_| |_| |_| ******* First Appearance: The Marvel Family #1 (December, 1945) _______________________________________________________________________________ BASIC ATTACKS B L A C K A D A M ������������������������������������������������������������������������������� -- Sweeping Jab - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 6 | 19 | -2 | -4 | '-------------------------------------------------------------------' -- Sweeping Backhand - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 10 | 17 | 14 | -2 | '-------------------------------------------------------------------' -- Furious Dropkick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 8 | 36 | 27 | -3 | '-------------------------------------------------------------------' -- Knee Strike - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 12 | 22 | 6 | 4 | '-------------------------------------------------------------------' -- Vicious Hammerfist - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 3.00 | 15 | 22 | 14 | -3 | '-------------------------------------------------------------------' -- Mighty Adam - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 30 | 27 | 76 | 7 | '-------------------------------------------------------------------' -- Vengeful Kick - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 12 | 20 | 33 | 1 | '-------------------------------------------------------------------' -- Revolving Contact - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 28 | 27 | 67 | 6 | '-------------------------------------------------------------------' -- Outward Strike - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 6 | 15 | 11 | -1 | '-------------------------------------------------------------------' -- Rising Uppercut - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 7 | 27 | 65 | -13 | '-------------------------------------------------------------------' -- Electric Sting - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 12 | 37 | 13 | -21 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS B L A C K A D A M ������������������������������������������������������������������������������� -- Heavy Knee - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 6 | 28 | -3 | -15 | '-------------------------------------------------------------------' -- Thundering Axekick - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 9 | 29 | 10 | -11 | '-------------------------------------------------------------------' -- Malicious Dropkick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 12 | 29 | 48 | -7 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS B L A C K A D A M ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS B L A C K A D A M ������������������������������������������������������������������������������� -- Revolving Contact - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Mighty Adam - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS B L A C K A D A M ������������������������������������������������������������������������������� -- Fearless - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 13 | 24 | 10 | 0 | '-------------------------------------------------------------------' -- Corruption - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 4.51 | 22 | 31 | 48 | -1 | '-------------------------------------------------------------------' -- End Phase - L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 17 | 29 | 43 | 3 | '-------------------------------------------------------------------' -- Empty Tomb - L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.55 | 16 | 23 | 34 | 5 | '-------------------------------------------------------------------' -- Black Nile - b + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 20 | 28 | 53 | -3 | '-------------------------------------------------------------------' -- Obelisk - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 11 | 19 | 12 | 1 | '-------------------------------------------------------------------' -- Sceptre - M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.32 | 16 | 24 | 41 | 2 | '-------------------------------------------------------------------' -- Dark Age - M, M, b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 12 | 26 | 84 | -5 | '-------------------------------------------------------------------' -- Khem-Adam - f + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.45 | 10 | 29 | 52 | 5 | '-------------------------------------------------------------------' -- Nine Bows - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 17 | 31 | 32 | 3 | '-------------------------------------------------------------------' -- Ka Servant - b + M, H, u + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 14 | N/A | 49 | N/A | '-------------------------------------------------------------------' -- Eye of Horus - b + M, H, u + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 12 | N/A | 11 | N/A | '-------------------------------------------------------------------' -- Might of Aton - b + M, H, u + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 17 | N/A | 46 | N/A | '-------------------------------------------------------------------' -- Ra Power - b + M, H, u + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.83 | 10 | N/A | 9 | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES B L A C K A D A M ������������������������������������������������������������������������������� -- Lightning Storm - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 15 | 36 | 16 | -3 | '-------------------------------------------------------------------' 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. -- Lightning Storm - d, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 8.68 | 12 | 44 | 14 | N/A | '-------------------------------------------------------------------' Meter Burn Lightning Storm will cause Black Adam to shock his opponent even longer and take twice the amount of damage. Even though it takes off very slightly less damage the move becomes unblockable with meter burn usage. -- Black Magic - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.85 | 22 | 38 | 10 | -26 | '-------------------------------------------------------------------' Black Adam summons a cloud of enemy below his opponent then two bolts of electricity strike from nearby clouds that surround the opponent. -- Black Magic - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.63 | 1 | -4 | 96 | N/A | '-------------------------------------------------------------------' Meter Burn Black Magic 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 24 | 30 | 24 | -3 | '-------------------------------------------------------------------' Black Adam hits the ground underneath him with both his fist and create a slight shockwave of electricity that will damage any nearby foe. -- Lightning Cage - d, b, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.00 | 9 | 30 | 72 | 3 | '-------------------------------------------------------------------' Meter Burn Lightning Cage 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 10.00 | 25 | 47 | 15 | -13 | '-------------------------------------------------------------------' Black Adam creates a black cloud up above him then makes it fire a lightning bolt toward his opponent. -- Lightning Strike - d, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 19.26 | 3 | 27 | 13 | N/A | '-------------------------------------------------------------------' Meter Burn Lightning Strike will make the cloud strike the opponent with lightning two more times. -- Close Boot Stomp (air) - d, b, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 10.00 | 12 | 20 | 2 | -15 | '-------------------------------------------------------------------' -- Close Boot Stomp (air) - d, b, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 10.00 | 2 | 20 | 64 | 9 | '-------------------------------------------------------------------' -- Far Boot Stomp (air) - d, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 10.00 | 17 | 21 | 2 | -15 | '-------------------------------------------------------------------' -- Far Boot Stomp (air) - d, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 10.00 | 2 | 21 | 64 | 9 | '-------------------------------------------------------------------' Black Adam dives toward his foe with his feet from the air. Meter Burn Boot Stomp will cause the move to launch the opponent for juggling after the attack connects. -- Lightning Bomb - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 8.00 | 117 | -81 | 177 | 110 | '-------------------------------------------------------------------' -- Close Lightning Bomb - d, b, M, b .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 8.00 | 106 | -70 | 166 | 99 | '-------------------------------------------------------------------' -- Far Lightning Bomb - d, b, M, f .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 8.00 | 126 | -90 | 186 | 119 | '-------------------------------------------------------------------' 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 B L A C K A D A M ������������������������������������������������������������������������������� -- Teth-Adam - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 35.65 | 125 | 37 | 14 | -9 | '-------------------------------------------------------------------' 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 B L A C K A D A M ������������������������������������������������������������������������������� -- Orbs of Seth - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 12.00 | 9 | -421 | 0 | N/A | '-------------------------------------------------------------------' Black Adam summons three electric orbs around him that will hit an opponent if the foe is in close range to him. The orbs will damage but they will not stagger the opponent. ___ _ [DM06] / __\ __ _ | |_ __ __ ___ _ __ ___ __ _ _ __ ********** / / / _` || __|\ \ /\ / // _ \ | '_ ` _ \ / _` || '_ \ ********** / /___| (_| || |_ \ V V /| (_) || | | | | || (_| || | | | ********* \____/ \__,_| \__| \_/\_/ \___/ |_| |_| |_| \__,_||_| |_| ********* First Appearance: Batman #1 (Spring 1940) _______________________________________________________________________________ BASIC ATTACKS C A T W O M A N ������������������������������������������������������������������������������� -- Quick Claw - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 6 | 20 | 15 | -3 | '-------------------------------------------------------------------' -- Forward Paw - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 15 | 24 | 8 | -3 | '-------------------------------------------------------------------' -- Kashmir Kick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.85 | 13 | 33 | -4 | -14 | '-------------------------------------------------------------------' -- Tabby Tap - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.00 | 14 | 18 | 5 | -2 | '-------------------------------------------------------------------' -- Balinese Boot - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.00 | 23 | 23 | 60 | 0 | '-------------------------------------------------------------------' -- Tail Spin - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 23 | 34 | 68 | -3 | '-------------------------------------------------------------------' -- Calico Cut - f + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 16 | 14 | 19 | 2 | '-------------------------------------------------------------------' -- Pole Cat - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 15 | 24 | 8 | -6 | '-------------------------------------------------------------------' -- Siamese Slam - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 13.85 | 23 | 34 | 58 | -1 | '-------------------------------------------------------------------' -- Whip Trip - df + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 25 | 42 | 30 | -33 | '-------------------------------------------------------------------' -- Sphynx Slice - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 7 | 13 | 12 | 0 | '-------------------------------------------------------------------' -- Mad Manx - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 14 | 24 | 68 | -9 | '-------------------------------------------------------------------' -- Persian Pounce - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 10 | 27 | 21 | -11 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS C A T W O M A N ������������������������������������������������������������������������������� -- Kitty Kicker - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 10 | 5 | 21 | '-------------------------------------------------------------------' -- Air Whip - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 11 | 26 | 13 | -8 | '-------------------------------------------------------------------' -- Kill Claws - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 10 | 26 | 51 | -4 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS C A T W O M A N ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS C A T W O M A N ������������������������������������������������������������������������������� -- Siamese Slam - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Tail Spin - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS C A T W O M A N ������������������������������������������������������������������������������� -- Plaything - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 15 | 15 | 17 | 0 | '-------------------------------------------------------------------' -- Cat Style - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.99 | 14 | 15 | 30 | -15 | '-------------------------------------------------------------------' -- Hi Kitty - L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 17 | 17 | 11 | -1 | '-------------------------------------------------------------------' -- Scratching Post - L, M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 12 | 27 | 25 | -3 | '-------------------------------------------------------------------' -- Tomcat - L, f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.16 | 18 | 7 | 43 | 2 | '-------------------------------------------------------------------' -- Cat's Eye - L, M, b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 4.51 | 15 | 20 | 33 | -4 | '-------------------------------------------------------------------' -- Toying With - f + L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 10 | 19 | 17 | -3 | '-------------------------------------------------------------------' -- Ball of Yarn - f + L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.71 | 14 | 23 | 14 | -2 | '-------------------------------------------------------------------' -- Kitty Kitty - f + L, L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.00 | 17 | 25 | 49 | -1 | '-------------------------------------------------------------------' -- Crafty - b + L, M, u + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 15 | 18 | 19 | -1 | '-------------------------------------------------------------------' -- Scaredy Cat - b + L, M, u + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 13 | 25 | 75 | -4 | '-------------------------------------------------------------------' -- Purrfect - b + L, M, d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 6.32 | 18 | 12 | 28 | -3 | '-------------------------------------------------------------------' -- Whiplash - M, d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 1.90 | 16 | 23 | 13 | 3 | '-------------------------------------------------------------------' -- Curious Cat - M, d + M, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 18 | 19 | 79 | -5 | '-------------------------------------------------------------------' -- You Kitten Me - M d + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 8.12 | 19 | 19 | 40 | -4 | '-------------------------------------------------------------------' -- Hellcat - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.10 | 19 | 26 | 55 | 3 | '-------------------------------------------------------------------' -- Fur Tail - f + M, u + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 13 | 30 | 41 | -2 | '-------------------------------------------------------------------' -- Whip Cream - f + M, u + H, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.32 | 14 | 35 | 59 | -18 | '-------------------------------------------------------------------' -- Hissing - f + M, d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.85 | 13 | 24 | 43 | -8 | '-------------------------------------------------------------------' -- Pick Pocket - f + M, d + H, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 18 | 23 | 82 | -5 | '-------------------------------------------------------------------' -- Wildcat - H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 23 | 20 | 12 | 1 | '-------------------------------------------------------------------' -- Safecracker - H, H, b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 2.57 | 18 | 27 | 61 | -3 | '-------------------------------------------------------------------' -- Kitty-Cornered - H, H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.29 | 20 | 29 | 33 | -6 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES C A T W O M A N ������������������������������������������������������������������������������� -- Cat Claws - b, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.71 | 16 | 30 | 57 | -14 | '-------------------------------------------------------------------' 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. -- Cat Claws - b, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.16 | 2 | 14 | 49 | -17 | '-------------------------------------------------------------------' Meter Burn Cat Claws will make Catwoman immediately perform two overhead claw strikes after the uppercut to bounce the opponent off the ground for extra juggling. -- Cat Dash - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.00 | 16 | 26 | 71 | -14 | '-------------------------------------------------------------------' Catwoman lunges toward her opponent with her claws and strikes the opponent then the foe falls to the ground slowly. -- Cat Dash - b, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.28 | 4 | 21 | 73 | -11 | '-------------------------------------------------------------------' Meter Burn will make Catwoman perform an extra strike after the first. -- Straight Whip - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 10.00 | 19 | 29 | 51 | -3 | '-------------------------------------------------------------------' Catwoman snaps her whip forward. This will knock an opponent back and down to the ground. -- Up Whip - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 10.00 | 15 | 24 | 52 | 2 | '-------------------------------------------------------------------' Catwoman strikes her whip diagonally upward in front of her. This will knock down any airborne opponent. -- High Feline Evade - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 3 | 10 | N/A | N/A | '-------------------------------------------------------------------' -- Low Feline Evade - d, b, M, u .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 1 | 10 | N/A | N/A | '-------------------------------------------------------------------' 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 14 | N/A | N/A | '-------------------------------------------------------------------' -- Cartwheel - L (during cat stance) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.80 | 13 | 12 | 71 | -3 | '-------------------------------------------------------------------' -- Up Whip - M (during cat stance) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 10 | 33 | 52 | -8 | '-------------------------------------------------------------------' -- Pounce - H (during cat stance) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 13.00 | 9 | 25 | 17 | -5 | '-------------------------------------------------------------------' 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 C A T W O M A N ������������������������������������������������������������������������������� -- Nine Lives - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 33.75 | 137 | 54 | 137 | -19 | '-------------------------------------------------------------------' Catwoman hits her opponent a few times then knocks her foe into the air. She slams her foe to the ground with her whip and leaps on the opponent when they get up then claws their face. _______________________________________________________________________________ CHARACTER POWER C A T W O M A N ������������������������������������������������������������������������������� -- Cat Scratch - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 23.21 | 17 | 28 | -51 | -61 | '-------------------------------------------------------------------' Catwoman 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. ___ _ [DM07] / __\_ _ | |__ ___ _ __ __ _ ******************** / / | | | || '_ \ / _ \ | '__|/ _` | ******************* / /___| |_| || |_) || (_) || | | (_| | ******************* \____/ \__, ||_.__/ \___/ |_| \__, | ******************* |___/ |___/ First Appearance: DC Comics Presents #26 (October 1980) _______________________________________________________________________________ BASIC ATTACKS C Y B O R G ������������������������������������������������������������������������������� -- Micro Chip - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 6 | 15 | 7 | -8 | '-------------------------------------------------------------------' -- Power Knee - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 8 | 30 | -2 | -4 | '-------------------------------------------------------------------' -- Jaw Smash - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 12 | 26 | 13 | 7 | '-------------------------------------------------------------------' -- Cross Swipe - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 11 | 23 | 13 | -3 | '-------------------------------------------------------------------' -- Drone Kick - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 5.00 | 16 | 27 | -6 | -13 | '-------------------------------------------------------------------' -- Left Field - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 29 | 29 | 74 | 5 | '-------------------------------------------------------------------' -- Cyber Kick - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 12 | 32 | 3 | -7 | '-------------------------------------------------------------------' -- Touchdown - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 29 | 27 | 77 | 6 | '-------------------------------------------------------------------' -- Quick Jab - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 7 | 12 | 14 | 1 | '-------------------------------------------------------------------' -- Rising Fist - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 7 | 27 | 65 | -13 | '-------------------------------------------------------------------' -- Cyber Trip - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 12 | 33 | 29 | -18 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS C Y B O R G ������������������������������������������������������������������������������� -- Knee Drop - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 22 | 4 | -8 | '-------------------------------------------------------------------' -- Photon Kick - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 7 | 20 | 17 | -4 | '-------------------------------------------------------------------' -- Multiprocessor Slam - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 10 | 22 | 55 | 0 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS C Y B O R G ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS C Y B O R G ������������������������������������������������������������������������������� -- Touchdown - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Left Field - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS C Y B O R G ������������������������������������������������������������������������������� -- Android - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 5 | 15 | 20 | 0 | '-------------------------------------------------------------------' -- Humanity - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.12 | 25 | 13 | 58 | 18 | '-------------------------------------------------------------------' -- Comeback - L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 14 | 39 | 27 | -7 | '-------------------------------------------------------------------' -- Chrome Plated - L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.85 | 11 | 24 | 0 | -1 | '-------------------------------------------------------------------' -- Man Within - L, M, b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 14 | 19 | 5 | -2 | '-------------------------------------------------------------------' -- Solid Metal - b + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 17 | 28 | 4 | -2 | '-------------------------------------------------------------------' -- Blowout - b + L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 14 | 34 | 56 | 0 | '-------------------------------------------------------------------' -- Sideline - f + M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 15 | 20 | 49 | 3 | '-------------------------------------------------------------------' -- Lost Faith - b + M, H, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.22 | 10 | 24 | 18 | -7 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES C Y B O R G ������������������������������������������������������������������������������� -- Nova Blaster - b, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 11 | -161 | 0 | -21 | '-------------------------------------------------------------------' -- Nova Blaster - b, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 12 | -175 | 14 | 12 | '-------------------------------------------------------------------' -- Nova Blaster (air) - b, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 9 | -165 | 4 | 2 | '-------------------------------------------------------------------' -- Nova Blaster (air) - b, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 15.60 | 16 | -159 | 14 | 9 | '-------------------------------------------------------------------' Cyborg fires a forward shot from his arm cannon while on the ground or in the air. Meter Burn Nova Blast will make Cyborg fire a shot diagonally upward into the air while on the ground and he will fire a shot diagonally downward while in the air. -- Power Fist - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 12.00 | 13 | 27 | 46 | -14 | '-------------------------------------------------------------------' Cyborg uppercuts forward with his arm to stop airborne attacks. -- Power Fist - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.40 | 17 | 12 | 77 | N/A | '-------------------------------------------------------------------' Meter Burn Power Fist will make Cyborg perform an additional disruptor attack after the uppercut. -- Techno Tackle - d, b, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 9.00 | 16 | 50 | 4 | N/A | '-------------------------------------------------------------------' Cyborg lunges forward and tackles his opponent. -- Techno Tackle - d, b, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 14.00 | 0 | 82 | -82 | N/A | '-------------------------------------------------------------------' Meter Burn Techno Tackle will make Cyborg shoot the opponent in the face with his arm cannon following the tackle. -- Sonic Disruptor - d, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 18 | 29 | 43 | 3 | '-------------------------------------------------------------------' -- Up Sonic Disruptor - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 19 | 28 | 54 | 4 | '-------------------------------------------------------------------' Cyborg fires out a disruptor blast that knocks his opponent away from him. Holding down M will delay the Sonic Disruptor for both moves and holding M and tapping down twice will cancel both moves. -- Target Acquired - d, d, H -- Close Target Acquired - d, d, H, b -- Far Target Acquired - d, d, H, f .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 110 | -66 | 166 | 99 | '-------------------------------------------------------------------' 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. Holding the H button will delay all Target Acquired moves. -- Forward Grapple - d, uf .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 76 | N/A | N/A | '-------------------------------------------------------------------' -- Back Grapple - d, ub .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 76 | N/A | N/A | '-------------------------------------------------------------------' 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 C Y B O R G ������������������������������������������������������������������������������� -- Target Lock - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 34.70 | 120 | 45 | 16 | -18 | '-------------------------------------------------------------------' Cyborg forms a large arm and smacks his opponent to stun the foe then he forms a big cannon and blasts the opponent with a large energy beam. _______________________________________________________________________________ CHARACTER POWER C Y B O R G ������������������������������������������������������������������������������� -- Repair Circuit - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 65 | N/A | N/A | '-------------------------------------------------------------------' Cyborg pounds his fists together and stands in place with a red aura around him. This will recharge his health very slightly for a few seconds. Continue to hold the S button to recharge health until Cyborg's power runs out. This move can be canceled by performing a special attack or by dashing backwards or forwards. ___ _ _ _ _ [DM08] / \ ___ __ _ | |_ | |__ ___ | |_ _ __ ___ | | __ ___ ******** / /\ // _ \ / _` || __|| '_ \ / __|| __|| '__|/ _ \ | |/ // _ \ ****** / /_//| __/| (_| || |_ | | | |\__ \| |_ | | | (_) || <| __/ ****** /___,' \___| \__,_| \__||_| |_||___/ \__||_| \___/ |_|\_\\___| ****** First Appearance: New Teen Titans (vol. 1) #2 (December 1980) _______________________________________________________________________________ BASIC ATTACKS D E A T H S T R O K E ������������������������������������������������������������������������������� -- Non-Lethal - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 8 | 13 | 23 | -1 | '-------------------------------------------------------------------' -- Target Kick - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 11 | 26 | 2 | -10 | '-------------------------------------------------------------------' -- Slicing Moon - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 14 | 22 | 7 | 4 | '-------------------------------------------------------------------' -- Spinning Kick - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.00 | 15 | 28 | 7 | -6 | '-------------------------------------------------------------------' -- Rifle Butt - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 3.00 | 13 | 24 | 12 | -5 | '-------------------------------------------------------------------' -- Piercing Sun - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 31 | 24 | 79 | 10 | '-------------------------------------------------------------------' -- Assassin's Fist - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 7 | 23 | 8 | -8 | '-------------------------------------------------------------------' -- Flying Axe - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 26 | 22 | 71 | 10 | '-------------------------------------------------------------------' -- Toe Kick - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.00 | 7 | 17 | 6 | -3 | '-------------------------------------------------------------------' -- Spinning Hook - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 12 | 15 | 76 | -1 | '-------------------------------------------------------------------' -- Sweep Kick - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 15 | 27 | 35 | -12 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS D E A T H S T R O K E ������������������������������������������������������������������������������� -- Double Knee - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 17 | 2 | -10 | '-------------------------------------------------------------------' -- Double Kick - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 9 | 24 | 15 | -6 | '-------------------------------------------------------------------' -- Razor's Edge - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 9 | 24 | 53 | -2 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS D E A T H S T R O K E ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS D E A T H S T R O K E ������������������������������������������������������������������������������� -- Flying Axe - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Piercing Sun - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS D E A T H S T R O K E ������������������������������������������������������������������������������� -- Carbine - L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 8 | 27 | 9 | -2 | '-------------------------------------------------------------------' -- Terminator - L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.32 | 19 | 30 | 44 | -11 | '-------------------------------------------------------------------' -- High Noon - L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 12 | 43 | -21 | -24 | '-------------------------------------------------------------------' -- Human Hunting - L, H, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 18 | 19 | 66 | 0 | '-------------------------------------------------------------------' -- Contract Killer - b + L, u + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 20 | 26 | 77 | -4 | '-------------------------------------------------------------------' -- Never Saw It - b + L, d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 8.55 | 17 | 43 | 17 | -23 | '-------------------------------------------------------------------' -- Tango Down - M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 11 | 28 | 33 | -2 | '-------------------------------------------------------------------' -- Silent Approach - M, H, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 6.32 | 16 | 30 | 46 | -2 | '-------------------------------------------------------------------' -- Search and Destroy - f + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 15 | 26 | 57 | 9 | '-------------------------------------------------------------------' -- Retractable Stock - b + M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 11 | 31 | 4 | -6 | '-------------------------------------------------------------------' -- Identity Crisis - b + M, M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.32 | 15 | 43 | 38 | -8 | '-------------------------------------------------------------------' -- Checkmate - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 16 | 36 | 30 | -3 | '-------------------------------------------------------------------' -- Slade Way - b + M, H, f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 16 | 35 | 23 | -22 | '-------------------------------------------------------------------' -- Cold Steel - H, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 13 | 31 | 49 | -6 | '-------------------------------------------------------------------' -- Diamond Blade - H, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 15 | 26 | 65 | -1 | '-------------------------------------------------------------------' -- Kill Confirmed - H, M, H, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.57 | 10 | 33 | 44 | -7 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES D E A T H S T R O K E ������������������������������������������������������������������������������� -- Quick Fire - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 5.85 | 10 | -164 | -2 | -25 | '-------------------------------------------------------------------' Deathstroke fires both of his pistols forward twice. -- Quick Fire - d, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 13.57 | 8 | -164 | -18 | -47 | '-------------------------------------------------------------------' Meter Burn Quick Fire will make Deathstroke perform four more shots. -- Low Shots - b, d, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 5.85 | 14 | -169 | -11 | -23 | '-------------------------------------------------------------------' Deathstroke ducks and fires both of his pistols forward twice. -- Low Shots - b, d, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 8.56 | 12 | -167 | -2 | -27 | '-------------------------------------------------------------------' Meter Burn Low Shots will make Deathstroke perform two more shots. -- Machine Gun - d, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 13.57 | 22 | -161 | -28 | -35 | '-------------------------------------------------------------------' Deathstroke takes out his machine gun and fires it forward. -- Machine Gun - d, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.75 | 10 | -130 | -12 | -26 | '-------------------------------------------------------------------' Meter Burn Machine Gun will make Deathstroke launch a grenade after the machine gun shots. -- Upward Machine Gun - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 13.57 | 22 | -161 | -28 | -35 | '-------------------------------------------------------------------' Deathstroke takes out his machine gun and fires shots diagonally upward into the air. -- Upward Machine Gun - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.75 | 10 | -130 | 12 | -26 | '-------------------------------------------------------------------' Meter Burn Upward Machine Gun will make Deathstroke launch a grenade after the machine gun shots. -- Sword Spin - d, b, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.75 | 7 | 29 | -13 | -21 | '-------------------------------------------------------------------' Deathstroke spins in place with his sword and hits the opponent twice if they are in range. -- Sword Spin - d, b, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 13 | 29 | 58 | -12 | '-------------------------------------------------------------------' -- Sword Spin - d, b, H (MB) + d .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 5.00 | 10 | 47 | 23 | -29 | '-------------------------------------------------------------------' Meter Burn Sword Spin will make Deathstroke 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 5.85 | 11 | -157 | -10 | -33 | '-------------------------------------------------------------------' 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.51 | 8 | 32 | 13 | -21 | '-------------------------------------------------------------------' Deathstroke leaps toward his opponent and spins while holding out his sword then performs a downward strike before landing. _______________________________________________________________________________ SUPER MOVE D E A T H S T R O K E ������������������������������������������������������������������������������� -- Eye For an Eye - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 37.55 | 117 | 39 | 27 | -25 | '-------------------------------------------------------------------' 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 D E A T H S T R O K E ������������������������������������������������������������������������������� -- Enhanced Reflexes - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 85 | N/A | N/A | '-------------------------------------------------------------------' 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. ___ _ [DM09] / \ ___ ___ _ __ ___ ___ __| | __ _ _ _ ************ / /\ // _ \ / _ \ | '_ ` _ \ / __| / _` | / _` || | | | ********* / /_//| (_) || (_) || | | | | |\__ \| (_| || (_| || |_| | ********** /___,' \___/ \___/ |_| |_| |_||___/ \__,_| \__,_| \__, | ********* |___/ First Appearance: Superman: The Man of Steel #18 (Nov. 1992) _______________________________________________________________________________ BASIC ATTACKS D O O M S D A Y ������������������������������������������������������������������������������� -- Smashing Blow - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 10 | 14 | 4 | 0 | '-------------------------------------------------------------------' -- Angry Swipe - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 14 | 23 | 11 | -4 | '-------------------------------------------------------------------' -- Geyser Lift - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 14 | 25 | 59 | 7 | '-------------------------------------------------------------------' -- Hammering Fist - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 23 | 16 | 12 | 2 | '-------------------------------------------------------------------' -- Heavy Stone - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 24 | 15 | 46 | 1 | '-------------------------------------------------------------------' -- Crushing Strike - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 30 | 21 | 83 | 11 | '-------------------------------------------------------------------' -- Brute Force - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 21 | 38 | 0 | -12 | '-------------------------------------------------------------------' -- Megaton - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 31 | 22 | 80 | 11 | '-------------------------------------------------------------------' -- Low Fist - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 7 | 16 | 7 | -2 | '-------------------------------------------------------------------' -- Upward Strike - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 11 | 17 | 72 | -5 | '-------------------------------------------------------------------' -- Sweeping Hook - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 11 | 24 | 39 | -8 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS D O O M S D A Y ������������������������������������������������������������������������������� -- Heavy Hitter - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 6 | 26 | 0 | -12 | '-------------------------------------------------------------------' -- Powerdriver - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 5 | 19 | 13 | 25 | '-------------------------------------------------------------------' -- Earth Shattering - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 9 | 22 | 51 | -4 | '-------------------------------------------------------------------' -- Falling Brimstone - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.00 | 7 | 17 | 10 | -8 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS D O O M S D A Y ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS D O O M S D A Y ������������������������������������������������������������������������������� -- Megaton - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Crushing Strike - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS D O O M S D A Y ������������������������������������������������������������������������������� -- Complete Destruction - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 14 | 31 | 2 | -14 | '-------------------------------------------------------------------' -- Hunter - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.32 | 15 | 31 | 23 | 3 | '-------------------------------------------------------------------' -- Worlds Collide - L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 15 | 23 | 8 | -8 | '-------------------------------------------------------------------' -- Reign Supreme - L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.12 | 20 | 28 | 57 | 2 | '-------------------------------------------------------------------' -- Prehistoric Kryptonian - b + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 20 | 26 | 37 | 7 | '-------------------------------------------------------------------' -- Crisis - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 17 | 38 | 17 | -22 | '-------------------------------------------------------------------' -- The Ultimate - M, M, L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 9.03 | 24 | 35 | 8 | -1 | '-------------------------------------------------------------------' -- Agony - M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 14 | 32 | 1 | -4 | '-------------------------------------------------------------------' -- Infinite Power - M, H, d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.32 | 20 | 37 | 51 | -23 | '-------------------------------------------------------------------' -- Alpha-Omega - f + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 20 | 27 | 53 | -13 | '-------------------------------------------------------------------' -- Ravage - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 2.85 | 13 | 22 | 43 | -8 | '-------------------------------------------------------------------' -- Countless Deaths - b + M, H, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.98 | 10 | 29 | 51 | 3 | '-------------------------------------------------------------------' -- The Destroyer - H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.65 | 31 | 22 | 56 | 10 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES D O O M S D A Y ������������������������������������������������������������������������������� -- Air Snatch - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 11.00 | 6 | 27 | 42 | N/A | '-------------------------------------------------------------------' Doomsday snatches his opponent out of the air and breaks them over his back. -- Air Snatch - d, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 8.00 | 0 | 103 | -103 | N/A | '-------------------------------------------------------------------' Meter Burn Air Snatch makes Doomsday toss the opponent into the air afterward so that they land on his spiky back. -- Venom - d, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 15 | 20 | 50 | -9 | '-------------------------------------------------------------------' Doomsday rams forward with his shoulder spikes outward. -- Venom - d, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.00 | 14 | 20 | 44 | 6 | '-------------------------------------------------------------------' Meter Burn Venom will make Doomsday ram a second time. Both rams can hit an opponent for a two hit combo. -- Upward Venom - d, b, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 13 | 41 | 35 | -35 | '-------------------------------------------------------------------' Doomsday performs a diagonally upward ram. -- Upward Venom - d, b, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.60 | 11 | 65 | 17 | -57 | '-------------------------------------------------------------------' Meter Burn Upward Venom will make Doomsday kick his opponent down to the ground after the ram. -- Earth Shake - d, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 11.90 | 18 | 26 | 12 | -9 | '-------------------------------------------------------------------' 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. -- Earth Shake - d, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 10.00 | 16 | 31 | 72 | 1 | '-------------------------------------------------------------------' Meter Burn Earth Shake 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 10.95 | 15 | 53 | -26 | N/A | '-------------------------------------------------------------------' Doomsday leaps high into the air and falls with a downward elbow spike attack. Both him rising and falling can hit the opponent. -- Supernova - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 9.00 | 11 | 53 | 10 | N/A | '-------------------------------------------------------------------' With Meter Burn Supernova, Doomsday autolocks onto his foe and automatically falls on them no matter their range. _______________________________________________________________________________ SUPER MOVE D O O M S D A Y ������������������������������������������������������������������������������� -- Mass Destruction - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 34.00 | 111 | 47 | 14 | -15 | '-------------------------------------------------------------------' 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 D O O M S D A Y ������������������������������������������������������������������������������� -- Doom to All - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 56 | N/A | N/A | '-------------------------------------------------------------------' 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. _____ _ ___ _ _ [DM10] /__ \| |__ ___ / __\| | __ _ ___ | |__ *************** / /\/| '_ \ / _ \ / _\ | | / _` |/ __|| '_ \ *************** / / | | | || __/ / / | || (_| |\__ \| | | | ************** \/ |_| |_| \___| \/ |_| \__,_||___/|_| |_| ************** First Appearance: [Jay Garrick] Flash Comics #1 (January 1940) [Barry Allen] Showcase #4 (Oct. 1956) _______________________________________________________________________________ BASIC ATTACKS T H E F L A S H ������������������������������������������������������������������������������� -- Fast Punch - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 8 | 15 | 5 | 1 | '-------------------------------------------------------------------' -- Lightning Jabs - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.85 | 9 | 16 | 9 | -8 | '-------------------------------------------------------------------' -- Dashing Elbow - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 14 | 21 | 6 | -6 | '-------------------------------------------------------------------' -- Side Chop - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 15 | 16 | 15 | 4 | '-------------------------------------------------------------------' -- Power Kick - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 12.45 | 29 | 21 | 83 | -6 | '-------------------------------------------------------------------' -- Spinning Backhand - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 16 | 26 | 0 | -2 | '-------------------------------------------------------------------' -- Flashy Kick - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 30 | 23 | 80 | 9 | '-------------------------------------------------------------------' -- Quick Kick - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.00 | 7 | 15 | 4 | 0 | '-------------------------------------------------------------------' -- Boots Up - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 12 | 14 | 22 | 0 | '-------------------------------------------------------------------' -- Trip Kick - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 11 | 28 | 35 | -12 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS T H E F L A S H ������������������������������������������������������������������������������� -- Straight Kick - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 22 | 4 | -8 | '-------------------------------------------------------------------' -- Air Race - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.57 | 7 | 17 | 9 | -4 | '-------------------------------------------------------------------' -- Double Fist - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 11 | 15 | 11 | 11 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS T H E F L A S H ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS T H E F L A S H ������������������������������������������������������������������������������� -- Flashy Kick - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Power Kick - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS T H E F L A S H ������������������������������������������������������������������������������� -- Speed Force - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 3 | 10 | 25 | 5 | '-------------------------------------------------------------------' -- Greased Lightning - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 13 | 21 | 15 | 0 | '-------------------------------------------------------------------' -- Hot Pursuit - L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 6.32 | 15 | 32 | 16 | -11 | '-------------------------------------------------------------------' -- In a Jiff - L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.55 | 7 | 12 | 7 | -9 | '-------------------------------------------------------------------' -- Light Speed - L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.29 | 9 | 22 | 3 | -8 | '-------------------------------------------------------------------' -- Terminal Velocity - M, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 10 | 13 | 17 | 0 | '-------------------------------------------------------------------' -- Quick Step - d + L, d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 4.75 | 8 | 16 | 23 | 0 | '-------------------------------------------------------------------' -- Natural Disasters - d + L, d + M, d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 4.51 | 13 | 23 | 41 | -10 | '-------------------------------------------------------------------' -- On the Double - b + M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 9 | 21 | 9 | 3 | '-------------------------------------------------------------------' -- Roller Coaster - b + M, M, f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.81 | 17 | 24 | 41 | -6 | '-------------------------------------------------------------------' -- Bolt of Lightning - H, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.76 | 5 | 21 | 37 | -22 | '-------------------------------------------------------------------' -- Forced Acceleration - f + M, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.23 | 5 | 23 | -4 | -24 | '-------------------------------------------------------------------' -- Fastest Man Alive - f + M, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.70 | 16 | 20 | 50 | 10 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES T H E F L A S H ������������������������������������������������������������������������������� -- Speed Dodge - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 42 | N/A | N/A | '-------------------------------------------------------------------' 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. -- Speed Dodge - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.00 | 12 | 36 | 48 | -2 | '-------------------------------------------------------------------' Meter Burn Speed Dodge 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 11 | 28 | 45 | -21 | '-------------------------------------------------------------------' Flash lunges forward and rams his opponent with both of his fists. -- Lightning Charge - b, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.80 | 7 | 25 | 59 | N/A | '-------------------------------------------------------------------' Meter Burn Lightning Charge will cause Flash to perform an upward diagonal uppercut afterwards to cause further damage. -- Lightning Kick - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.00 | 14 | 15 | 15 | 5 | '-------------------------------------------------------------------' 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 forwards or backwards to cancel the move. -- Lightning Kick - d, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.92 | 12 | 35 | 35 | N/A | '-------------------------------------------------------------------' Meter Burn Lightning Kick will cause Flash to kick three more times after the first kick. -- Sonic Pound - d, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 10.00 | 25 | 19 | 24 | -1 | '-------------------------------------------------------------------' -- Sonic Pound - d, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 7 | 18 | 69 | 11 | '-------------------------------------------------------------------' -- Close Sonic Pound - d, f, H, b .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 10.00 | 15 | 19 | -26 | -31 | '-------------------------------------------------------------------' -- Close Sonic Pound - d, f, H, b (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 7 | 18 | 69 | 11 | '-------------------------------------------------------------------' -- Far Sonic Pound - d, f, H, f .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 10.00 | 15 | 19 | -26 | -31 | '-------------------------------------------------------------------' -- Far Sonic Pound - d, f, H, f .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 7 | 18 | 69 | 11 | '-------------------------------------------------------------------' 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 Sonic Pound will make the move take less damage, but the opponent will be launched into the air for juggling. -- Flying Uppercut - d, b, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 6 | 30 | 58 | -17 | '-------------------------------------------------------------------' 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 17 | N/A | N/A | '-------------------------------------------------------------------' 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 (from running man stance) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 6 | 28 | 45 | -21 | '-------------------------------------------------------------------' -- Sonic Pound - f + M (from running man stance) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.80 | 7 | 24 | 35 | -34 | '-------------------------------------------------------------------' -- Charging Slide - f + H (from running man stance) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 8 | 22 | 23 | -17 | '-------------------------------------------------------------------' -- Cancel - b, b (from running man stance) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | ? | ? | N/A | N/A | '-------------------------------------------------------------------' 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 T H E F L A S H ������������������������������������������������������������������������������� -- Speed Zone - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 38.50 | 163 | 42 | 14 | -15 | '-------------------------------------------------------------------' 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 T H E F L A S H ������������������������������������������������������������������������������� -- Time Loop - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 21 | N/A | N/A | '-------------------------------------------------------------------' 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. ___ _ [DM11] / _ \ _ __ ___ ___ _ __ /_\ _ __ _ __ ___ __ __ ******** / /_\/| '__|/ _ \ / _ \| '_ \ //_\\ | '__|| '__|/ _ \\ \ /\ / / **** / /_\\ | | | __/| __/| | | | / _ \| | | | | (_) |\ V V / ******* \____/ |_| \___| \___||_| |_| \_/ \_/|_| |_| \___/ \_/\_/ ****** First Appearance: More Fun Comics #73 (November 1941) _______________________________________________________________________________ BASIC ATTACKS G R E E N A R R O W ������������������������������������������������������������������������������� -- Outlander - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 8 | 14 | 22 | 2 | '-------------------------------------------------------------------' -- Bow Poke - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 10 | 21 | 8 | -4 | '-------------------------------------------------------------------' -- Bow Slice - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 15 | 29 | 6 | -4 | '-------------------------------------------------------------------' -- Longbow - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 16 | 20 | 8 | -4 | '-------------------------------------------------------------------' -- Quick Slash - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 15 | 31 | 14 | -16 | '-------------------------------------------------------------------' -- Satisfaction - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 28 | 27 | 79 | 6 | '-------------------------------------------------------------------' -- Money Shot - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 13 | 17 | 21 | -1 | '-------------------------------------------------------------------' -- Canary's Kiss - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 28 | 28 | 67 | 6 | '-------------------------------------------------------------------' -- Bow Jab - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 7 | 18 | 8 | -2 | '-------------------------------------------------------------------' -- Rising Bow - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 14 | 27 | 69 | -17 | '-------------------------------------------------------------------' -- Sweep Kick - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 19 | 23 | 39 | -9 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS G R E E N A R R O W ������������������������������������������������������������������������������� -- Slicing Bow - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 6 | 24 | 2 | -10 | '-------------------------------------------------------------------' -- Anchor Point - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 11 | 24 | 15 | -6 | '-------------------------------------------------------------------' -- Spinning Release - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 10 | 24 | 53 | -2 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS G R E E N A R R O W ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS G R E E N A R R O W ������������������������������������������������������������������������������� -- Canary's Kiss - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Satisfaction - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS G R E E N A R R O W ������������������������������������������������������������������������������� -- Minus Ten - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 11 | 15 | 21 | 1 | '-------------------------------------------------------------------' -- More Fun - L, L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 16 | 36 | 0 | -1 | '-------------------------------------------------------------------' -- Thrill Seeker - L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 20 | 26 | 64 | -1 | '-------------------------------------------------------------------' -- Final Shot - b + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.65 | 13 | 19 | 47 | 15 | '-------------------------------------------------------------------' -- Quiver - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 12 | 25 | 7 | -4 | '-------------------------------------------------------------------' -- Night Ranger - M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 18 | 33 | 29 | 2 | '-------------------------------------------------------------------' -- Light It Up - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.55 | 13 | 20 | 54 | 15 | '-------------------------------------------------------------------' -- Longbow Hunter - f + M, d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.85 | 10 | 36 | 0 | -10 | '-------------------------------------------------------------------' -- Queen's Gambit - f + M, d + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 4.51 | 17 | 32 | 62 | 1 | '-------------------------------------------------------------------' -- Beast Slayer - H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.36 | 18 | 38 | 11 | -21 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES G R E E N A R R O W ������������������������������������������������������������������������������� -- Sky Alert - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 10.00 | 17 | 27 | 4 | -19 | '-------------------------------------------------------------------' Green Arrow shoots two arrows above his head to hit airborne foes that jump into him. -- Sky Alert - d, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 26.00 | 5 | 28 | 27 | -20 | '-------------------------------------------------------------------' Meter Burn Sky Alert will make Green Arrow shoot a total of four arrows at once. -- Dead On (air) - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 10.00 | 15 | -180 | 21 | -2 | '-------------------------------------------------------------------' While in the air, Green Arrow fires two arrows below him. -- Dead On (air) - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 22.00 | 3 | -180 | 21 | -2 | '-------------------------------------------------------------------' Meter Burn Dead On will make Green Arrow shoot a total of four arrows below him. -- Savage Blast - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 23 | 7 | 51 | 4 | '-------------------------------------------------------------------' Green Arrow retreats while hopping backwards then fires an explosive arrow toward the ground. -- Savage Blast - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 13.65 | 6 | 17 | 25 | -27 | '-------------------------------------------------------------------' Meter Burn Savage Blast 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 18 | 20 | 28 | -25 | '-------------------------------------------------------------------' Green Arrow slides and rams his opponent. -- Stinger - b, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 7.60 | 22 | -170 | 51 | N/A | '-------------------------------------------------------------------' Meter Burn will make Green Arrow fire out an arrow toward the opponent while the opponent falls back. -- Up Haven Blast - d, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 7.00 | 31 | 7 | 70 | 23 | '-------------------------------------------------------------------' Green arrow fires an explosive arrow that explodes in the air in front of him. -- Up Haven Blast - d, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 13.65 | 11 | 0 | 63 | 5 | '-------------------------------------------------------------------' Meter Burn Up Haven Blast will make Green Arrow fire an additional explosive arrow further away from the first arrow explosion. -- Hurricane Bow - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.86 | 15 | 21 | -16 | -38 | '-------------------------------------------------------------------' Green Arrow steps forward and spins his bow to hit his foe. If the hits are successful, Green Arrow will slap the opponent with the bow while turning to finish off the attack. _______________________________________________________________________________ SUPER MOVE G R E E N A R R O W ������������������������������������������������������������������������������� -- Arsenal Assault - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 32.08 | 139 | 42 | 60 | N/A | '-------------------------------------------------------------------' Green Arrow fires an explosive arrow toward the area in front of him (this is unblockable). The explosive arrow hits the foe then knocks the opponent into the air. Green Arrow slides under the opponent and fires a grapple bow that ties around the opponent's body and pulls the foe back down to the ground. Green Arrow jumps over the opponent and fires three explosive arrows at the opponent to finish the sequence. _______________________________________________________________________________ CHARACTER POWER G R E E N A R R O W ������������������������������������������������������������������������������� -- Take Aim - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 1.00 | 22 | -185 | 84 | 3 | '-------------------------------------------------------------------' Green Arrow fires a lightly damaging arrow. Hold down on the S button to delay the shot. Green Arrow can duck and jump while still aiming and he can fire from any of those positions. These controls stay in effect for any elemental arrow type that he fires also. -- Frozen Arrow - d, b, S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 36 | -36 | -36 | '-------------------------------------------------------------------' -- Electric Arrow - d, f, S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 5.00 | 0 | 36 | -36 | -36 | '-------------------------------------------------------------------' -- Burning Arrow - d, d, S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 8.00 | 0 | 36 | -36 | -36 | '-------------------------------------------------------------------' 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 burning arrows are limited to three at a time and will knock down an opponent to the ground after burning the foe. ___ __ _ [DM12] / _ \ _ __ ___ ___ _ __ / / __ _ _ __ | |_ ___ _ __ _ __ ** / /_\/| '__|/ _ \ / _ \| '_ \ / / / _` || '_ \ | __|/ _ \| '__|| '_ \ ** / /_\\ | | | __/| __/| | | | / /___| (_| || | | || |_| __/| | | | | | * \____/ |_| \___| \___||_| |_| \____/ \__,_||_| |_| \__|\___||_| |_| |_| * First Appearance: [Alan Scott] All-American Comics #16 (July 1940) [Hal Jordan] Showcase #22 (October 1959) _______________________________________________________________________________ BASIC ATTACKS G R E E N L A N T E R N ������������������������������������������������������������������������������� -- Ring Cross - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 7 | 16 | 18 | -2 | '-------------------------------------------------------------------' -- Push Kick - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 10 | 24 | 13 | -9 | '-------------------------------------------------------------------' -- Hurricane Kick - H* .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 20 | 18 | 12 | 13 | '-------------------------------------------------------------------' * Hold H to charge attack -- Feet Slide - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.00 | 9 | 21 | 2 | -12 | '-------------------------------------------------------------------' -- Sweeping Uppercut - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 14 | 24 | 11 | -2 | '-------------------------------------------------------------------' -- High Tension - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 29 | 24 | 76 | 7 | '-------------------------------------------------------------------' -- Forward Punch - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 16 | 13 | 22 | 2 | '-------------------------------------------------------------------' -- Standing Flipkick - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 18 | 28 | 71 | 3 | '-------------------------------------------------------------------' -- Low Ring Jab - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 7 | 12 | 14 | 0 | '-------------------------------------------------------------------' -- Rising Cut - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 10 | 24 | 67 | -11 | '-------------------------------------------------------------------' -- Low Cross - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 13 | 22 | 25 | -9 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS G R E E N L A N T E R N ������������������������������������������������������������������������������� -- Lowering Dropkick - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 22 | 1 | -11 | '-------------------------------------------------------------------' -- Downward Overhand - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 7 | 25 | 14 | -7 | '-------------------------------------------------------------------' -- Cyclone Kick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 10 | 13 | 10 | 10 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS G R E E N L A N T E R N ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS G R E E N L A N T E R N ������������������������������������������������������������������������������� -- Standing Flipkick - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- High Tension - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS G R E E N L A N T E R N ������������������������������������������������������������������������������� -- Triple Barrage - L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.61 | 10 | 25 | -7 | -17 | '-------------------------------------------------------------------' -- Volley Smash - L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 4.29 | 18 | 27 | 47 | -3 | '-------------------------------------------------------------------' -- Justice is Served - b + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.55 | 20 | 34 | 30 | 0 | '-------------------------------------------------------------------' -- Parallel Nature - b + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 13 | 38 | 62 | -4 | '-------------------------------------------------------------------' -- Warp Power - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 13 | 27 | 6 | -4 | '-------------------------------------------------------------------' -- Hyperbolic - M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 12 | 25 | 37 | -1 | '-------------------------------------------------------------------' -- Grand Slam - M, M, H, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.05 | 20 | 32 | 50 | -2 | '-------------------------------------------------------------------' -- True Might - f + M, d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 2.85 | 17 | 22 | 58 | -6 | '-------------------------------------------------------------------' -- Guardian - f + M, d + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.98 | 13 | 23 | 49 | 1 | '-------------------------------------------------------------------' -- Lantern Corps - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 18 | 25 | 15 | 4 | '-------------------------------------------------------------------' -- Brightest Day - b + M, H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 19 | 25 | 57 | -3 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES G R E E N L A N T E R N ������������������������������������������������������������������������������� -- Oa's Rocket - b, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 8.00 | 15 | -160 | -5 | -12 | '-------------------------------------------------------------------' Green Lantern holds his power ring forward and fires out a green projectile. -- Oa's Rocket - b, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 16.55 | 9 | 13 | 66 | 18 | '-------------------------------------------------------------------' Meter Burn Oa's Rocket 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.00 | 44 | 14 | 22 | 20 | '-------------------------------------------------------------------' Green Lantern forms two green missiles above him then launches them forward. They will explode after flying half-screen. -- Rocket Power - d, b, M (MB) -- Close Rocket Power - d, b, M, b (MB) -- Far Rocket Power - d, b, M, f (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 17.60 | 8 | -44 | 40 | -4 | '-------------------------------------------------------------------' Meter Burn Rocket Power will make Green Lantern launch a third missile that will go full screen. -- Lantern's Might - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.13 | 10 | 41 | 20 | -27 | '-------------------------------------------------------------------' Green Lantern holds out his ring hand to catch his foe with the ring's power then slams the opponent to the ground behind him. -- Lantern's Might - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 3.85 | 0 | 34 | -34 | N/A | '-------------------------------------------------------------------' Meter Burn Lantern's Might will cause Green Lantern to perform a second slam. -- Minigun - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.42 | 24 | 33 | -9 | -26 | '-------------------------------------------------------------------' Green Lantern forms a machine gun then sweeps the immediate area in front of him with bullets that hit multiple times. All of the machine gun's bullets will only go half screen. -- Minigun - b, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 16.05 | 5 | 28 | -36 | -65 | '-------------------------------------------------------------------' Meter Burn Minigun will make Green Lantern perform two more sweeps with the machine gun. -- Turbine Smash - b, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 26 | 0 | 21 | -23 | '-------------------------------------------------------------------' -- Turbine Smash - b, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 21 | -57 | 34 | 2 | '-------------------------------------------------------------------' -- Turbine Smash (air) - b, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 26 | 19 | 24 | -20 | '-------------------------------------------------------------------' -- Turbine Smash (air) - b, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 21 | -51 | 28 | -4 | '-------------------------------------------------------------------' Green Lantern forms a jet engine turbine then uses it to propel himself forward and ram the opponent. Meter Burn Turbine Smash will cause Green Lantern to form the turbine then toss it toward the opponent. Meter Burn for Turbine Smash has to be done VERY quickly after the move input. -- Oa's Rocket (air) b, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.00 | 16 | 14 | -7 | -24 | '-------------------------------------------------------------------' 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 G R E E N L A N T E R N ������������������������������������������������������������������������������� -- Beware My Power - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 30.90 | 115 | 51 | 8 | -21 | '-------------------------------------------------------------------' Green Lantern surrounds himself in green aura and teleports the opponent to Oa. 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 G R E E N L A N T E R N ������������������������������������������������������������������������������� -- Green Lantern's Light - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 54 | N/A | N/A | '-------------------------------------------------------------------' Green Lantern is bathed in green light that causes him to take more damage with his attacks for a short while. _ ____ _ [DM13] /\ /\ __ _ _ __ | | ___ _ _ /___ \ _ _ (_) _ __ _ __ ***** / /_/ // _` || '__|| | / _ \| | | | // / /| | | || || '_ \ | '_ \ ***** / __ /| (_| || | | || __/| |_| | / \_/ / | |_| || || | | || | | | **** \/ /_/ \__,_||_| |_| \___| \__, | \___,_\ \__,_||_||_| |_||_| |_| **** |___/ First Appearance: [animation] Batman: The Animated Series "Joker's Favor" (September 1992) [comic] The Batman Adventures #12 (September 1993) _______________________________________________________________________________ BASIC ATTACKS H A R L E Y Q U I N N ������������������������������������������������������������������������������� -- Revolver Slap - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 6 | 11 | 25 | 5 | '-------------------------------------------------------------------' -- Revolver Slam - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 15 | 14 | 17 | 1 | '-------------------------------------------------------------------' -- Spot Kick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 21 | 23 | 13 | 2 | '-------------------------------------------------------------------' -- Gun Smack - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 19 | 18 | 16 | -4 | '-------------------------------------------------------------------' -- Take Aim - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 5.00 | 12 | 28 | 10 | -1 | '-------------------------------------------------------------------' -- Harley Swing - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 32 | 29 | 69 | 3 | '-------------------------------------------------------------------' -- Ear Smash - f + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 5.00 | 14 | 16 | 20 | 2 | '-------------------------------------------------------------------' -- Overhead Bash - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 27 | 18 | 14 | 3 | '-------------------------------------------------------------------' -- Hammer Slam - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 39 | 32 | 73 | 1 | '-------------------------------------------------------------------' -- Revolver Poke - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 7 | 12 | 15 | 0 | '-------------------------------------------------------------------' -- Spinning Pistols - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.90 | 10 | 27 | 59 | -21 | '-------------------------------------------------------------------' -- Single Shot - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 12 | 30 | 19 | 3 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS H A R L E Y Q U I N N ������������������������������������������������������������������������������� -- Side Kick - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 12 | 5 | -7 | '-------------------------------------------------------------------' -- Double Kick - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 6 | 14 | 18 | -3 | '-------------------------------------------------------------------' -- Double Stomp - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 8 | 8 | 8 | 8 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS H A R L E Y Q U I N N ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS H A R L E Y Q U I N N ������������������������������������������������������������������������������� -- Hammer Slam - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Harley Swing - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS H A R L E Y Q U I N N ������������������������������������������������������������������������������� -- Naughty-Naughty - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 13 | 18 | 14 | -2 | '-------------------------------------------------------------------' -- I Hope It Hurts - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.80 | 24 | 5 | 51 | 9 | '-------------------------------------------------------------------' -- Girls Best Friend - L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 14 | 14 | -9 | 1 | '-------------------------------------------------------------------' -- Rude Joke - L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 25 | 21 | 58 | -5 | '-------------------------------------------------------------------' -- Irresistible - b + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 4 | 15 | 58 | -1 | '-------------------------------------------------------------------' -- Let's Play - b + L, M, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 5 | 25 | 56 | 8 | '-------------------------------------------------------------------' -- For Mistah J. - f + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 5.00 | 14 | 16 | 20 | 2 | '-------------------------------------------------------------------' -- Miss Me - M, b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 10.97 | 8 | 23 | 20 | -26 | '-------------------------------------------------------------------' -- Hi Puddin - M, d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 8.55 | 14 | 16 | 47 | 10 | '-------------------------------------------------------------------' -- Pleased to Meetcha - M, u + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 16 | 24 | 61 | -8 | '-------------------------------------------------------------------' -- He Loves Me - b + M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 9 | 29 | 7 | 5 | '-------------------------------------------------------------------' -- Don't Get Hurt - b + M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.41 | 19 | 17 | 9 | -10 | '-------------------------------------------------------------------' -- That's Cute - f + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 14 | 23 | 78 | 11 | '-------------------------------------------------------------------' -- Lollipops - H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.50 | 14 | 19 | 31 | -1 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES H A R L E Y Q U I N N ������������������������������������������������������������������������������� -- Pop Pop - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 33 | -149 | -10 | -14 | '-------------------------------------------------------------------' 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 it will be unblockable after a full charge. There is a chance a charged projectile can be a dud however. This move can be canceled by dashing either forwards or backwards while charging a shot. -- Pop Pop - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 5.00 | 0 | -183 | -17 | N/A | '-------------------------------------------------------------------' Meter Burn Pop Pop will cause Harley to instantly recover after the shot. -- Line of Fire - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 4.00 | 21 | -185 | 26 | 3 | '-------------------------------------------------------------------' Harley fires off a shot in front of her with her handgun. -- Line of Fire - d, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 5.00 | 23 | -180 | 19 | 8 | '-------------------------------------------------------------------' Meter Burn Line of Fire will make Harley fire a second shot with her other handgun. -- Heads Up - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 4.00 | 23 | -187 | 26 | 5 | '-------------------------------------------------------------------' Harley will point into the air and fire diagonally upward with both of her handguns. -- Heads Up - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 5.00 | 22 | -175 | 14 | 3 | '-------------------------------------------------------------------' Meter Burn Heads Up will make Harley turn her back and fire a second time with both handguns. -- Oopsy Daisy (air) - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 4.00 | 11 | 32 | 8 | -25 | '-------------------------------------------------------------------' Harley spreads her legs while in the air then fires diagonally downward with both handguns. -- Oopsy Daisy (air) - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 27 | 6 | -5 | '-------------------------------------------------------------------' Meter Burn Oopsy Daisy will make Harley fire another shot with both handguns. -- Cupcake Bomb - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.00 | 21 | 15 | 14 | -13 | '-------------------------------------------------------------------' 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. -- Cupcake Bomb - b, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 12.80 | 5 | -9 | 49 | -11 | '-------------------------------------------------------------------' Meter Burn will make Harley throw three cupcakes all at once. -- Play Doctor - d, b, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 10.00 | 14 | 27 | 0 | N/A | '-------------------------------------------------------------------' Harley grabs her opponent then impales her foe with an syringe. -- Play Doctor - d, b, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 16.00 | 0 | 104 | -104 | N/A | '-------------------------------------------------------------------' Meter Burn Play Doctor 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 31 | N/A | N/A | '-------------------------------------------------------------------' 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 5.00 | 19 | 91 | -225 | -153 | '-------------------------------------------------------------------' Harley performs a dropkick then falls to the ground on her stomach with her legs dangling in the air. From this pose, she can perform the following moves listed below. -- Forward Cartwheel - L (from tantrum stance) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 17 | 22 | 68 | -16 | '-------------------------------------------------------------------' -- Hand Stand - M (from tantrum stance) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 5.00 | 19 | 33 | 14 | -16 | '-------------------------------------------------------------------' -- Bullet Frenzy - H (from tantrum stance) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.24 | 18 | 57 | -14 | -24 | '-------------------------------------------------------------------' -- Forward Somersault - f (from tantrum stance) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 31 | N/A | N/A | '-------------------------------------------------------------------' -- Backward Somersault - b (from tantrum stance) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 60 | N/A | N/A | '-------------------------------------------------------------------' Harley can perform an overhead cartwheel, a handstand followed by a low-hitting kick, fire handgun bullets upwards or somersault forwards or backwards after the tantrum stance. _______________________________________________________________________________ SUPER MOVE H A R L E Y Q U I N N ������������������������������������������������������������������������������� -- Mallet Bomb - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 35.41 | 121 | 3 | 43 | -46 | '-------------------------------------------------------------------' Harley hits her opponent with her mallet then tosses the mallet at her foe. She races toward her opponent with a dashing punch but cancels it by sliding under her foe then plants a cake with a bomb inside up under her opponent. Harley takes cover and holds her ears as the bomb goes off. _______________________________________________________________________________ CHARACTER POWER H A R L E Y Q U I N N ������������������������������������������������������������������������������� -- Bag-O-Tricks - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' Harley's character power has a few random possibilities that can help her. All of the effects are totally random. She will pull a random object out of her bag that will give her an extra attack or enhancement. -- Mr. J - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' Harley pulls out a picture of Joker and kisses it then tosses it behind her. This grants her extra damage output for a short while. -- TNT - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 15.00 | 0 | 95 | 18 | N/A | '-------------------------------------------------------------------' Harley pulls out dynamite from her bag and toss it forward shortly before it explodes. -- Ivy's Flower - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' Harley pulls out a flower gift from Poison Ivy that will heal her slightly for a few seconds. _ _ _ [DM14] /\ /\ __ _ __ __| | __ __ _ (_) _ __ | | *************** / /_/ // _` |\ \ /\ / /| |/ // _` || || '__|| | *************** / __ /| (_| | \ V V / | <| (_| || || | | | ************** \/ /_/ \__,_| \_/\_/ |_|\_\\__, ||_||_| |_| *************** |___/ First Appearance: Flash Comics #1 (January 1940) _______________________________________________________________________________ BASIC ATTACKS H A W K G I R L ������������������������������������������������������������������������������� -- Jabbing Mace - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 13 | 9 | 11 | 2 | '-------------------------------------------------------------------' -- Mace Swing - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 15 | 24 | 1 | 2 | '-------------------------------------------------------------------' -- Spinning Moon - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.85 | 12 | 21 | 46 | -12 | '-------------------------------------------------------------------' -- Skyward Kick - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 13 | 27 | 66 | -11 | '-------------------------------------------------------------------' -- Whirling Smash - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 14 | 25 | 7 | 1 | '-------------------------------------------------------------------' -- Great Divine - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 32 | 29 | 73 | 4 | '-------------------------------------------------------------------' -- Thanagarian Palm - f + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 6 | 11 | 25 | -5 | '-------------------------------------------------------------------' -- Ascension - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 29 | 24 | 79 | 10 | '-------------------------------------------------------------------' -- Low Mace Jab - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 6 | 14 | 19 | -2 | '-------------------------------------------------------------------' -- Cloud Nine - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 10 | 24 | 65 | -13 | '-------------------------------------------------------------------' -- Vicious Spike - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 14 | 29 | 39 | -9 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS H A W K G I R L ������������������������������������������������������������������������������� -- Downward Mace - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 19 | 5 | 21 | '-------------------------------------------------------------------' -- Falling Star - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 7 | 24 | 7 | 27 | '-------------------------------------------------------------------' -- Descending Meteor - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 11 | 19 | 11 | 36 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS H A W K G I R L ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS H A W K G I R L ������������������������������������������������������������������������������� -- Ascension - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Great Divine - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS H A W K G I R L ������������������������������������������������������������������������������� -- Mace Smash - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 13 | 9 | 23 | 2 | '-------------------------------------------------------------------' -- Morning Star - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 15 | 16 | 72 | -1 | '-------------------------------------------------------------------' -- Meteor Hammer - L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 16 | 14 | 19 | 2 | '-------------------------------------------------------------------' -- Mace Maximum - L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 16 | 14 | 85 | -4 | '-------------------------------------------------------------------' -- Birds of Prey - L, M, b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 20 | 11 | 50 | -1 | '-------------------------------------------------------------------' -- Crashing Nth - b + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.46 | 16 | 26 | 33 | -33 | '-------------------------------------------------------------------' -- Betrayal f + L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 13 | 21 | 24 | 0 | '-------------------------------------------------------------------' -- Tactical Strike - f + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 14 | 9 | 72 | -2 | '-------------------------------------------------------------------' -- Short Fuse - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 2.85 | 20 | 13 | 6 | -1 | '-------------------------------------------------------------------' -- Thanagarian Strength - M, M, u + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 12 | 27 | 44 | 2 | '-------------------------------------------------------------------' -- Dawn Star - b + M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 1.90 | 15 | 24 | 12 | -3 | '-------------------------------------------------------------------' -- The Old Ones - b + M, M, b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 6.32 | 20 | 27 | 33 | -9 | '-------------------------------------------------------------------' -- Golden Age - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.46 | 23 | 22 | 48 | -16 | '-------------------------------------------------------------------' -- Heavy Nth - H, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 13 | 26 | 6 | -1 | '-------------------------------------------------------------------' -- Bloody War - H, M, b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 15 | 31 | 53 | 2 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES H A W K G I R L ������������������������������������������������������������������������������� -- Mace Charge - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 13.00 | 21 | 25 | 7 | -55 | '-------------------------------------------------------------------' -- Mace Charge (air) - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 13.00 | 13 | 49 | 48 | -8 | '-------------------------------------------------------------------' -- Mace Charge - b, f, M (MB) -- Mace Charge (air) - b, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 14 | 56 | 7 | -55 | '-------------------------------------------------------------------' Hawkgirl swoops backward then dashes forward and hits her opponent with her mace. Meter Burn Mace Charge will make Hawkgirl perform another hit with her mace after the dashing attack. -- Mace Toss - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 29 | -22 | 3 | 1 | '-------------------------------------------------------------------' -- Mace Toss - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.00 | 18 | 12 | 52 | 14 | '-------------------------------------------------------------------' -- Mace Toss (air) - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 22 | -37 | -25 | -27 | '-------------------------------------------------------------------' -- Mace Toss (air) - d, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 10.00 | 8 | 6 | 49 | -30 | '-------------------------------------------------------------------' Hawkgirl tosses her mace forward while on the ground or in the air. Meter Burn Mace Toss will make Hawkgirl dash forward and ram after the mace hits. -- Downward Mace (air) - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 22 | -37 | -25 | -27 | '-------------------------------------------------------------------' Hawkgirl will toss her mace diagonally downward while in the air. -- Downward Mace (air) - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 10.00 | 8 | 6 | 49 | -30 | '-------------------------------------------------------------------' Meter Burn Downward Mace will make Hawkgirl dash forward and ram after the mace hits. -- Heavenward Stomp (air) - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.00 | 11 | 23 | 15 | -10 | '-------------------------------------------------------------------' Hawkgirl falls downward from the air and kicks her opponent with both legs. This will instantly knock her foe to the ground. -- Wing Evade - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 15 | N/A | N/A | '-------------------------------------------------------------------' Hawkgirl will hop backwards while spreading out her wings. After this move, a player can tap L to make Hawkgirl toss her mace diagonally upwards, tap M to perform a quick overhead kick or tap H to perform a dashing flying kick. _______________________________________________________________________________ SUPER MOVE H A W K G I R L ������������������������������������������������������������������������������� -- The Power of Nth - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 36.00 | 117 | 56 | 14 | -15 | '-------------------------------------------------------------------' Hawkgirl grabs her opponent then takes the foe up into the clouds. She flies forward and smacks the opponent in the face with her mace then flies upward and downwards and smacks the foe in the face again and back down to the ground. _______________________________________________________________________________ CHARACTER POWER H A W K G I R L ������������������������������������������������������������������������������� -- Soaring Hawk - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 8 | 15 | 5 | -7 | '-------------------------------------------------------------------' -- Flip Kick - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 9 | 32 | 21 | -24 | '-------------------------------------------------------------------' -- Double Kick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 10 | 46 | 32 | -41 | '-------------------------------------------------------------------' -- Fly Up - u -- Fly Down - d -- Fly Towards - f -- Fly Away - b .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _____ _ __ _ [DM15] /__ \| |__ ___ \ \ ___ | | __ ___ _ __ *************** / /\/| '_ \ / _ \ \ \ / _ \ | |/ // _ \| '__| ************ / / | | | || __/ /\_/ /| (_) || <| __/| | *************** \/ |_| |_| \___| \___/ \___/ |_|\_\\___||_| *************** _______________________________________________________________________________ T H E J O K E R ������������������������������������������������������������������������������� First Appearance: Batman #1 (Spring 1940) _______________________________________________________________________________ BASIC ATTACKS T H E J O K E R ������������������������������������������������������������������������������� -- Quick Slash - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 8 | 13 | 8 | 0 | '-------------------------------------------------------------------' -- Downward Punch - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 11 | 16 | 19 | -1 | '-------------------------------------------------------------------' -- Straight Kick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 15 | 26 | 12 | -1 | '-------------------------------------------------------------------' -- Footsie - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.00 | 9 | 25 | 4 | 0 | '-------------------------------------------------------------------' -- Spinning Humor - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 25 | 36 | 20 | -1 | '-------------------------------------------------------------------' -- Crowbar Slam - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 32 | 25 | 65 | 6 | '-------------------------------------------------------------------' -- Belly Buster - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 13 | 20 | 10 | 0 | '-------------------------------------------------------------------' -- Downward Crowbar - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 32 | 25 | 66 | 6 | '-------------------------------------------------------------------' -- Knee Slapper - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 6 | 17 | 9 | -1 | '-------------------------------------------------------------------' -- Upward Crowbar - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 15 | 27 | 69 | -14 | '-------------------------------------------------------------------' -- Sweep Kick - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 14 | 29 | 34 | -14 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS T H E J O K E R ������������������������������������������������������������������������������� -- Straight Heel - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 21 | 5 | -7 | '-------------------------------------------------------------------' -- Air Hinge Kick - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 8 | 21 | 18 | -3 | '-------------------------------------------------------------------' -- Flying Crowbar - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 9 | 21 | 56 | 1 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS T H E J O K E R ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS T H E J O K E R ������������������������������������������������������������������������������� -- Downward Crowbar - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Crowbar Slam - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS T H E J O K E R ������������������������������������������������������������������������������� -- Suicide King - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 16 | 22 | 12 | -3 | '-------------------------------------------------------------------' -- Last Laugh - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.12 | 19 | 27 | 34 | 8 | '-------------------------------------------------------------------' -- Give Me a Smile - L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 4.51 | 16 | 33 | 56 | 1 | '-------------------------------------------------------------------' -- Punch Line - b + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.55 | 23 | 37 | 36 | -4 | '-------------------------------------------------------------------' -- Die Laughing - M, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.71 | 14 | 21 | 1 | -9 | '-------------------------------------------------------------------' -- Put It There Pal - M, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.00 | 16 | 35 | 30 | 0 | '-------------------------------------------------------------------' -- HA HA HA HA - M, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.00 | 19 | 23 | 52 | 1 | '-------------------------------------------------------------------' -- Clown Prince - f + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 19 | 23 | 13 | -7 | '-------------------------------------------------------------------' -- Full Deck - f + M, H, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 15 | 29 | -1 | -4 | '-------------------------------------------------------------------' -- Joke's On You - f + M, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.55 | 15 | 27 | 35 | 0 | '-------------------------------------------------------------------' -- Mad Love - H, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.61 | 10 | 19 | -8 | -29 | '-------------------------------------------------------------------' -- Shank Shank - H, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.70 | 18 | 25 | -1 | -42 | '-------------------------------------------------------------------' -- No More Jokes - H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.55 | 20 | 25 | 28 | -3 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES T H E J O K E R ������������������������������������������������������������������������������� -- Crowbar - b, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.56 | 23 | 56 | -30 | -25 | '-------------------------------------------------------------------' Joker lunges forward with a crowbar and smacks the opponent to the ground then hits the opponent two more times with the crowbar. -- Crowbar - b, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 8.46 | 22 | 39 | -39 | N/A | '-------------------------------------------------------------------' Meter Burn Crowbar will make Joker hit the foe three more times. -- Laughing Gas - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 47 | 10 | -8 | -19 | '-------------------------------------------------------------------' Joker tosses out a canister of laughing gas that flies in an arc toward his opponent. -- Laughing Gas - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 13.75 | 12 | 17 | 82 | 14 | '-------------------------------------------------------------------' Meter Burn Laughing Gas 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 32 | -146 | -2 | -26 | '-------------------------------------------------------------------' Joker kicks a canister of laughing gas toward his opponent. -- Rolling Laughing Gas - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.75 | 17 | 16 | 89 | 18 | '-------------------------------------------------------------------' Meter Burn Rolling Laughing Gas will make Joker fire off a round from his revolver that will make the canister explode and launch his opponent. -- BANG! - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 8.00 | 16 | -167 | 6 | 4 | '-------------------------------------------------------------------' Joker takes out his revolver and fires a shot at his opponent. This move can be delayed by holding the L button and Joker can cancel is by performing a forwards or backwards dash. -- Chattering Teeth - d, b, H -- Mid Chattering Teeth - d, b, H, u -- Far Chattering Teeth - d, b, H, f .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 87 | -56 | 159 | 82 | '-------------------------------------------------------------------' 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.00 | 10 | 24 | 2 | 4 | '-------------------------------------------------------------------' Joker leans forward and fires acid out of his suit's flower. _______________________________________________________________________________ SUPER MOVE T H E J O K E R ������������������������������������������������������������������������������� -- Let's Be Serious - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 31.50 | 122 | 24 | 4 | -12 | '-------------------------------------------------------------------' 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 a gas canister then point a rocket launcher at the grounded opponent's head and fire off a rocket. _______________________________________________________________________________ CHARACTER POWER T H E J O K E R ������������������������������������������������������������������������������� -- Joker's Wild - S -- Low Parry - d + S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 9.00 | 2 | 28 | 13 | N/A | '-------------------------------------------------------------------' 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. _ _ _ ___ _ [DM16] /\ /\(_)| || | ___ _ __ / __\_ __ ___ ___ | |_ *********** / //_/| || || | / _ \| '__| / _\ | '__|/ _ \ / __|| __| ********** / __ \ | || || || __/| | / / | | | (_) |\__ \| |_ ********** \/ \/ |_||_||_| \___||_| \/ |_| \___/ |___/ \__| ********** First Appearance: [Crystal Frost] Firestorm #3 (June 1978) [Dr. Louise Lincoln] Firestorm (vol. 2) #21 (March 1984) _______________________________________________________________________________ BASIC ATTACKS K I L L E R F R O S T ������������������������������������������������������������������������������� -- Chill Out - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 6 | 14 | 6 | 1 | '-------------------------------------------------------------------' -- Snowblow - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 9 | 9 | 22 | 0 | '-------------------------------------------------------------------' -- Shutter - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 16 | 21 | 56 | 15 | '-------------------------------------------------------------------' -- Freezer Burn - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 3.00 | 18 | 21 | 4 | -5 | '-------------------------------------------------------------------' -- Icebreaker - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 19 | 17 | 37 | -3 | '-------------------------------------------------------------------' -- Frost Kick - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 29 | 29 | 74 | 5 | '-------------------------------------------------------------------' -- Frozen Cut - f + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 13 | 19 | 16 | -4 | '-------------------------------------------------------------------' -- Ice Spike - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 27 | 30 | 6 | -4 | '-------------------------------------------------------------------' -- Glaze - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 19 | 30 | 60 | -5 | '-------------------------------------------------------------------' -- Glacier Kick - u + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.95 | 15 | 29 | 44 | -7 | '-------------------------------------------------------------------' -- Low Poke - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 7 | 11 | 14 | 0 | '-------------------------------------------------------------------' -- Icepick - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 10 | 19 | 71 | -6 | '-------------------------------------------------------------------' -- Sweeping Kick - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 15 | 26 | 37 | -10 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS K I L L E R F R O S T ������������������������������������������������������������������������������� -- Flying Sidekick - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 10 | 26 | 0 | -12 | '-------------------------------------------------------------------' -- Dropkick - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 11 | 21 | 13 | -8 | '-------------------------------------------------------------------' -- Downward Axekick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 9 | 16 | 9 | 34 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS K I L L E R F R O S T ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS K I L L E R F R O S T ������������������������������������������������������������������������������� -- Glaze - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Frost Kick - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS K I L L E R F R O S T ������������������������������������������������������������������������������� -- Ice Cold - L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.55 | 14 | 22 | 53 | -6 | '-------------------------------------------------------------------' -- Freezing Effect - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 11 | 15 | 17 | -1 | '-------------------------------------------------------------------' -- Severe Blizzard - L, L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 16 | 29 | 3 | 2 | '-------------------------------------------------------------------' -- Dancing Ice - L, L, b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 16 | 17 | 66 | -2 | '-------------------------------------------------------------------' -- Frozen Twister - L, L, H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.99 | 12 | 10 | 27 | -22 | '-------------------------------------------------------------------' -- Cold Blooded - f + L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 7 | 21 | 13 | 0 | '-------------------------------------------------------------------' -- Tempest - f + L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.99 | 16 | 21 | 30 | -18 | '-------------------------------------------------------------------' -- Arctic Frost - f + L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 17 | 12 | 20 | 4 | '-------------------------------------------------------------------' -- Diamond Dust - b + L, u + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 12 | 21 | 70 | -6 | '-------------------------------------------------------------------' -- Hailstone - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 13 | 29 | -3 | -10 | '-------------------------------------------------------------------' -- Thin Ice - M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 17 | 27 | 48 | -6 | '-------------------------------------------------------------------' -- Hailstorm - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 11 | 28 | 46 | -3 | '-------------------------------------------------------------------' -- Freezing Rain - f + M, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.41 | 6 | 38 | 38 | -10 | '-------------------------------------------------------------------' -- Cold as Ice - f + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.55 | 26 | 29 | 20 | -3 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES K I L L E R F R O S T ������������������������������������������������������������������������������� -- Frostbite - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 1 | 11 | 2 | N/A | '-------------------------------------------------------------------' Killer Frost holds up her arms to parry a high or mid attack. The parry will slightly freeze her opponent in place and avoid the attack. -- Frostbite - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 19 | -19 | N/A | '-------------------------------------------------------------------' Meter Burn Frostbite will freeze the opponent in place and allow Killer Frost a chance to hit the foe afterwards. -- Iceberg - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.20 | 16 | 41 | -1 | -27 | '-------------------------------------------------------------------' Killer Frost creates a gust of wind below her foe then impales the opponent with an ice spike. -- Iceberg - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.50 | 19 | -192 | 63 | N/A | '-------------------------------------------------------------------' Meter Burn Iceberg 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 10.30 | 23 | 24 | 44 | N/A | '-------------------------------------------------------------------' Killer Frost reaches forward and grabs her opponent then freezes her foe and knocks her opponent to the ground with a punch. -- Flash Freeze - d, b, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 16 | -16 | N/A | '-------------------------------------------------------------------' Meter Burn Flash Freeze cancels the attack after the freeze and allows the player to attack the frozen foe with whatever attack of your choosing. -- Black Ice - b, d, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 21 | 12 | 47 | -4 | '-------------------------------------------------------------------' Killer Frost crouches downward then slides forward with a low slide attack. -- Frozen Daggers - b, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 10.70 | 17 | -73 | 9 | -16 | '-------------------------------------------------------------------' Killer Frost tosses two ice daggers forward. _______________________________________________________________________________ SUPER MOVE K I L L E R F R O S T ������������������������������������������������������������������������������� -- Endless Whiteout - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 35.65 | 137 | 45 | 13 | -11 | '-------------------------------------------------------------------' 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 the opponent in between two spiked ice walls then slams an overhead spike wall on top of her foe. _______________________________________________________________________________ CHARACTER POWER K I L L E R F R O S T ������������������������������������������������������������������������������� -- Freezing Cold - S (can be charged) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 16 | N/A | N/A | '-------------------------------------------------------------------' 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 her opponent in place for a second after every hit. This will cause the opponent to stagger more slowly in between Killer Frost's attacks so that she can link more attacks than usual. -- Air Dash - f, f or b, b .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' Killer Frost dashes for a short distance while in the air. __ __ _ _ [DM17] / / ___ __ __ / / _ _ | |_ | |__ ___ _ __ ************* / / / _ \\ \/ / / / | | | || __|| '_ \ / _ \ | '__| ******** / /___| __/ > < / /___| |_| || |_ | | | || (_) || | ************ \____/ \___|/_/\_\ \____/ \__,_| \__||_| |_| \___/ |_| *********** First Appearance: Action Comics #23 (April 1940) _______________________________________________________________________________ BASIC ATTACKS L E X L U T H O R ������������������������������������������������������������������������������� -- Photon Shot - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 8 | 17 | 4 | -1 | '-------------------------------------------------------------------' -- Cyber Hammerfist - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 13 | 22 | 13 | -8 | '-------------------------------------------------------------------' -- Photon Kick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 15 | 34 | 36 | -1 | '-------------------------------------------------------------------' -- Nuclear Trip - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.00 | 14 | 20 | -1 | 6 | '-------------------------------------------------------------------' -- Alpha Slam - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 18 | 20 | 5 | -5 | '-------------------------------------------------------------------' -- Ion Push - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 29 | 29 | 74 | 5 | '-------------------------------------------------------------------' -- Downward Destruction - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.00 | 15 | 23 | 57 | -8 | '-------------------------------------------------------------------' -- Double Shot - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 33 | 23 | 82 | 11 | '-------------------------------------------------------------------' -- Sky Fall - u + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 9.75 | 6 | 13 | 39 | -16 | '-------------------------------------------------------------------' -- Low Shot - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 7 | 15 | 11 | -1 | '-------------------------------------------------------------------' -- Geyser Uppercut - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 10 | 28 | 65 | -15 | '-------------------------------------------------------------------' -- Low Push Kick - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 12 | 26 | 37 | -10 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS L E X L U T H O R ������������������������������������������������������������������������������� -- High Pressure - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 10 | 17 | 10 | 26 | '-------------------------------------------------------------------' -- Overcharge Kick - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 11 | 22 | 11 | 31 | '-------------------------------------------------------------------' -- Hyper Axe - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 13 | 29 | 47 | -8 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS L E X L U T H O R ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS L E X L U T H O R ������������������������������������������������������������������������������� -- Double Shot - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Ion Push - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS L E X L U T H O R ������������������������������������������������������������������������������� -- Mad Man - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 13 | 15 | 16 | 1 | '-------------------------------------------------------------------' -- Criminal Mind - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 4.51 | 24 | 15 | 63 | -1 | '-------------------------------------------------------------------' -- Prototype - L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 27 | 41 | 24 | -25 | '-------------------------------------------------------------------' -- Highest Currency - b + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.85 | 14 | 20 | 10 | -4 | '-------------------------------------------------------------------' -- Die Hard - M, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 18 | 41 | 43 | -15 | '-------------------------------------------------------------------' -- World Domination - M, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 18 | 41 | 43 | -15 | '-------------------------------------------------------------------' -- Early Triumph - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 15 | -46 | -12 | -13 | '-------------------------------------------------------------------' -- New Destiny - M, M, b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 6.32 | 27 | 29 | 32 | -3 | '-------------------------------------------------------------------' -- Evil Scientist - M, M, d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 4.51 | 25 | 33 | 58 | 2 | '-------------------------------------------------------------------' -- LexCorp - b + M, u + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 23 | 32 | 20 | -3 | '-------------------------------------------------------------------' -- Megalomania - b + M, u + H, d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 24 | 32 | 38 | -21 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES L E X L U T H O R ������������������������������������������������������������������������������� -- Gravity Pull - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.65 | 21 | 36 | -4 | -42 | '-------------------------------------------------------------------' Lex Luthor pulls an opponent toward him with a gravity wave then knocks the foe back with a force wave. -- Gravity Pull - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 3 | -3 | N/A | '-------------------------------------------------------------------' Meter Burn Gravity Pull 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 5.00 | 78 | -197 | 152 | 42 | '-------------------------------------------------------------------' Lex Luthor tosses a gravity mine on the ground that will shock an opponent if the foe steps on it. -- Gravity Mine - d, d, H (MB) -- Close Gravity Mine - d, d, H, b (MB) -- Far Gravity Mine - d, d, H, f (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 5.00 | 78 | -197 | 152 | N/A | '-------------------------------------------------------------------' Meter Burn Gravity Mine 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 8.00 | 74 | -5 | 51 | N/A | '-------------------------------------------------------------------' 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. This move is unblockable so the attack must be dodged. -- Orbital Strike - d, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 14.26 | 45 | -11 | 67 | 14 | '-------------------------------------------------------------------' Meter Burn Orbital Strike will cause three rockets to fire down his opponent. Unlike the normal version, the Meter Burn version is blockable but much harder to avoid. -- Lex Probe - d, b, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 109 | -64 | 89 | 73 | '-------------------------------------------------------------------' Lex Luthor tosses a probe into the air that fires out a purple laser toward his opponent after a few seconds. -- Lex Probe - d, b, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.90 | 96 | -70 | 124 | 55 | '-------------------------------------------------------------------' Meter Burn Lex Probe will make Lex toss out two probes that will fire a laser each. -- Lance Blast - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 23 | -66 | -4 | -17 | '-------------------------------------------------------------------' 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. A fully charged Lance Blast is unblockable. While charging, the move can be cancelled by dashing forwards or backwards. -- Up Lance Blast - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 21 | -63 | 10 | -1 | '-------------------------------------------------------------------' 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. A fully charged Lance Blast is unblockable. While charging, the move can be cancelled by dashing forwards or backwards. -- Corp Charge - b, f, M -- Corp Charge (air) - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 6 | 16 | 47 | -23 | '-------------------------------------------------------------------' 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 L E X L U T H O R ������������������������������������������������������������������������������� -- Coordinates Received - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 36.10 | 119 | 42 | -51 | -55 | '-------------------------------------------------------------------' 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 L E X L U T H O R ������������������������������������������������������������������������������� -- Energy Shield - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 56 | N/A | N/A | '-------------------------------------------------------------------' Lex stands in place and punches buttons his suit to create an energy field around him. This energy shield can be charged up to three levels based on how long a player holds the S 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. __ _ _ _ _ [DM18] /\ \ \(_) __ _ | |__ | |_ __ __(_) _ __ __ _ *********** / \/ /| | / _` || '_ \ | __|\ \ /\ / /| || '_ \ / _` | ********** / /\ / | || (_| || | | || |_ \ V V / | || | | || (_| | ********** \_\ \/ |_| \__, ||_| |_| \__| \_/\_/ |_||_| |_| \__, | ********** |___/ |___/ First Appearance: [Superman] Superman #158 (January 1963) [Dick Grayson] Nightwing (vol. 1) #1 (September 1995) _______________________________________________________________________________ BASIC ATTACKS (ESCRIMA) N I G H T W I N G ������������������������������������������������������������������������������� -- Straight Snap Strike - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 6 | 19 | 1 | -3 | '-------------------------------------------------------------------' -- Circular Strike - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 12 | 26 | 2 | -10 | '-------------------------------------------------------------------' -- Scissors Swipe - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 14 | 23 | 38 | -7 | '-------------------------------------------------------------------' -- Quick Scissor - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 14 | 22 | 14 | -6 | '-------------------------------------------------------------------' -- Overhead Strike - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 15 | 20 | 54 | -4 | '-------------------------------------------------------------------' -- Spinning Blast - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 29 | 29 | 74 | 5 | '-------------------------------------------------------------------' -- Stick Smash - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 10 | 16 | 19 | -1 | '-------------------------------------------------------------------' -- Circular Power - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 29 | 19 | 76 | 15 | '-------------------------------------------------------------------' -- Spinning Heel Kick - u + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.00 | 25 | 21 | 42 | 10 | '-------------------------------------------------------------------' -- Bird's Nest - u + H, d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 25 | 23 | 39 | 9 | '-------------------------------------------------------------------' -- Escrima Strike - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 9 | 13 | 14 | 4 | '-------------------------------------------------------------------' -- Escrima Uppercut - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 12 | 19 | 74 | -4 | '-------------------------------------------------------------------' -- Cross Overhead Strike - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 13 | 28 | 35 | -12 | '-------------------------------------------------------------------' _______________________________________________________________________________ BASIC ATTACKS (STAFF) N I G H T W I N G ������������������������������������������������������������������������������� -- Face Poke - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 11 | 11 | 26 | 1 | '-------------------------------------------------------------------' -- Overhead Strike - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 22 | 21 | 69 | -3 | '-------------------------------------------------------------------' -- Lifting Wind - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 22 | 26 | 75 | -11 | '-------------------------------------------------------------------' -- One Handed Poke - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 9.00 | 14 | 16 | 60 | 0 | '-------------------------------------------------------------------' -- Smashing Tiger - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 28 | 26 | 74 | 5 | '-------------------------------------------------------------------' -- Big Show - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 33 | 29 | 73 | 2 | '-------------------------------------------------------------------' -- Crouching Talon - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 6 | 15 | 11 | 1 | '-------------------------------------------------------------------' -- Hidden Baston - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 8 | 23 | 4 | -9 | '-------------------------------------------------------------------' -- Hawkeye - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 14 | 27 | 36 | -11 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS (ESCRIMA) N I G H T W I N G ������������������������������������������������������������������������������� -- Escrima Drop - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 6 | 23 | 3 | -9 | '-------------------------------------------------------------------' -- Flying Escrimas - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 11 | 23 | 16 | -5 | '-------------------------------------------------------------------' -- Extended Kick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 7 | 18 | 53 | -1 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS (STAFF) N I G H T W I N G ������������������������������������������������������������������������������� -- Air Poke - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 7 | 18 | 8 | -4 | '-------------------------------------------------------------------' -- Flying Staff - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 8 | 18 | 21 | 0 | '-------------------------------------------------------------------' -- Staff Smack - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 9 | 18 | 59 | 4 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS N I G H T W I N G ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' NOTE: Nightwing switches back to Escrima after any throw. _______________________________________________________________________________ BOUNCE CANCELS N I G H T W I N G ������������������������������������������������������������������������������� -- Circular Power - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Spinning Blast - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS (ESCRIMA) N I G H T W I N G ������������������������������������������������������������������������������� -- Side Kick - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 5 | 23 | 12 | -8 | '-------------------------------------------------------------------' -- Razor's Edge - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 16 | 15 | 51 | 21 | '-------------------------------------------------------------------' -- Dark Justice - L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.99 | 6 | 26 | 43 | -13 | '-------------------------------------------------------------------' -- Stick and Move - b + L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 11 | 23 | 13 | -1 | '-------------------------------------------------------------------' -- Shooting Star b + L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 12 | 18 | 53 | 2 | '-------------------------------------------------------------------' -- Surrender Now b + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 12 | 27 | 34 | -3 | '-------------------------------------------------------------------' -- Renegade - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 9 | 21 | 14 | -2 | '-------------------------------------------------------------------' -- Lone Bird - M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.32 | 14 | 21 | 44 | -5 | '-------------------------------------------------------------------' -- Gotham Hero - f + M, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 8 | 18 | 17 | -3 | '-------------------------------------------------------------------' -- Wide Wing - f + M, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.99 | 8 | 23 | 31 | -9 | '-------------------------------------------------------------------' -- Lightning Crash - H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 14 | 27 | 49 | -2 | '-------------------------------------------------------------------' -- Freefall - H, H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 4.51 | 22 | 22 | 51 | -4 | '-------------------------------------------------------------------' -- In the Zone - d + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 11 | 9 | 29 | 8 | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS (STAFF) N I G H T W I N G ������������������������������������������������������������������������������� -- Trapeze Artist - L, b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 8.55 | 14 | 16 | 59 | 0 | '-------------------------------------------------------------------' -- Outsider - L, f + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.85 | 9 | 14 | 22 | 2 | '-------------------------------------------------------------------' -- Last Chance - L, d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 6.65 | 14 | 27 | 35 | -11 | '-------------------------------------------------------------------' -- Wing Span - L, f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 15 | 20 | 32 | -3 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES (ESCRIMA) N I G H T W I N G ������������������������������������������������������������������������������� -- WingDing (air) - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.41 | 9 | 30 | -13 | -36 | '-------------------------------------------------------------------' Nightwing's Wind Ding unleashes three projectiles diagonally down toward his opponent while he is in the air. -- WingDing (air) - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.70 | 27 | 21 | 36 | -6 | '-------------------------------------------------------------------' Meter Burn will make Nightwing toss one more projectile toward his opponent after the first three. -- Ground Spark - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 8.00 | 31 | -178 | 17 | -4 | '-------------------------------------------------------------------' Nightwing hits both Escrimas 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. -- Ground Spark - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 12.00 | 7 | -174 | 39 | 11 | '-------------------------------------------------------------------' Meter Burn will cause the wave of the ground spark to take more damage and knock down his foe. -- Escrima Fury - d, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.52 | 14 | 39 | 42 | -24 | '-------------------------------------------------------------------' Nightwing performs a five hit combo forward with his Escrima stick if the first strike lands and launches the opponent with the final hit. -- Escrima Fury - d, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.00 | 10 | 7 | 49 | N/A | '-------------------------------------------------------------------' Meter Burn makes Nightwing perform a nine hit combo with Escrima Fury. -- Flip Kick - d, b, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 10.00 | 20 | 30 | 9 | -8 | '-------------------------------------------------------------------' Nightwing flips toward his opponent then hits them with both his feet while in the air. -- Flip Kick - d, b, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.75 | 3 | 24 | 62 | -12 | '-------------------------------------------------------------------' Meter Burn Flip Kick makes the opponent bounce off the ground and launches the foe. -- Scatter Bomb - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 31 | -178 | 17 | -4 | '-------------------------------------------------------------------' Nightwing fires out an explosive blast diagonally upwards. -- Scatter Bomb - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 12.00 | 7 | -174 | 39 | 11 | '-------------------------------------------------------------------' Meter Burn Scatter Bomb will cause the attack to hit two more times. _______________________________________________________________________________ SPECIAL MOVES (STAFF) N I G H T W I N G ������������������������������������������������������������������������������� -- Staff Spin - d, b, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.68 | 12 | 32 | 19 | -38 | '-------------------------------------------------------------------' Nightwing performs a spinning five hit combo forward with his staff that ends with an overhead attack. -- Staff Spin - d, b, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 13.00 | 28 | 16 | 67 | 18 | '-------------------------------------------------------------------' Meter Burn Staff Spin will cause the combo to end with a swing that will take off more damage. -- Ground Blast - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 5.00 | 21 | 24 | 11 | 9 | '-------------------------------------------------------------------' Nightwing slams his electrified staff into the ground creating a vortex of electricity below his opponent. -- Ground Blast - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 6.00 | 26 | 15 | 85 | 18 | '-------------------------------------------------------------------' Meter Burn Ground Blast will make Nightwing perform the slam twice and launch his opponent into the air. -- Flying Grayson - b, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 13.00 | 17 | 19 | 46 | -3 | '-------------------------------------------------------------------' Nightwing vaults forward with his staff and perform a dropkick to his opponent. _______________________________________________________________________________ SUPER MOVE N I G H T W I N G ������������������������������������������������������������������������������� -- Dark As Night - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 32.80 | 112 | 50 | 21 | -14 | '-------------------------------------------------------------------' 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 N I G H T W I N G ������������������������������������������������������������������������������� -- Style Change - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | -31 | N/A | N/A | '-------------------------------------------------------------------' 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. __ [DM19] /__\ __ _ __ __ ___ _ __ ************************ / \// / _` |\ \ / // _ \| '_ \ *********************** / _ \| (_| | \ V /| __/| | | | *********************** \/ \_/ \__,_| \_/ \___||_| |_| ********************** First Appearance: DC Comics Presents #26 (October 1980) _______________________________________________________________________________ BASIC ATTACKS R A V E N ������������������������������������������������������������������������������� -- Raven Poke - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 7 | 10 | 10 | 1 | '-------------------------------------------------------------------' -- Raven Claw - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 13 | 21 | 12 | 0 | '-------------------------------------------------------------------' -- Forest Raven - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.85 | 15 | 16 | 54 | -16 | '-------------------------------------------------------------------' -- Sweeping Strike - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 3.00 | 15 | 14 | 16 | -3 | '-------------------------------------------------------------------' -- Clawing Strike - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 16 | 21 | 13 | 3 | '-------------------------------------------------------------------' -- Tourniquet - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 30 | 23 | 80 | 11 | '-------------------------------------------------------------------' -- Twisting Talon - f + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 16 | 13 | 19 | 3 | '-------------------------------------------------------------------' -- Slashing Claw - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.85 | 13 | 21 | 7 | -8 | '-------------------------------------------------------------------' -- Linking Talon - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 29 | 27 | 77 | 6 | '-------------------------------------------------------------------' -- Low Strike - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 6 | 16 | 11 | -1 | '-------------------------------------------------------------------' -- Wingspan - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 10 | 19 | 75 | -5 | '-------------------------------------------------------------------' -- Raven Slash - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 5.00 | 13 | 28 | 35 | -7 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS R A V E N ������������������������������������������������������������������������������� -- Perching Prey - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 13 | 28 | 35 | -7 | '-------------------------------------------------------------------' -- Raven's Strife - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 8 | 19 | 14 | -7 | '-------------------------------------------------------------------' -- Raven's Fury - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 8 | 25 | 51 | -3 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS R A V E N ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS R A V E N ������������������������������������������������������������������������������� -- Linking Talon - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Tourniquet - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS R A V E N ������������������������������������������������������������������������������� -- Midnight - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 10 | 20 | 17 | -1 | '-------------------------------------------------------------------' -- Black Rose - L, L, f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 15 | 25 | 38 | 0 | '-------------------------------------------------------------------' -- Blood Moon - L, L, b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 12 | 28 | 51 | -2 | '-------------------------------------------------------------------' -- Darkness Falls - L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 16 | 23 | 52 | -3 | '-------------------------------------------------------------------' -- Phantom Cloak - f + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 12 | 25 | 46 | 3 | '-------------------------------------------------------------------' -- Tears of Sorrow - b + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 1.90 | 12 | 19 | 10 | -5 | '-------------------------------------------------------------------' -- Stonehenge - b + L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 18 | 29 | 50 | -5 | '-------------------------------------------------------------------' -- Silent Vesper - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 12 | 22 | 64 | -1 | '-------------------------------------------------------------------' -- Blackest Night - M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.04 | 28 | 24 | 76 | 6 | '-------------------------------------------------------------------' -- Twilight's End - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.55 | 18 | 24 | 60 | -1 | '-------------------------------------------------------------------' -- Titan Trash - f + M, M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 11 | 30 | 43 | 0 | '-------------------------------------------------------------------' -- Forever Dust - f + M, M, H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.64 | 10 | 29 | -2 | -15 | '-------------------------------------------------------------------' -- Second Life - f + M, M, u + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 13 | 19 | 58 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES R A V E N ������������������������������������������������������������������������������� -- Empty Void - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 9 | 5 | N/A | N/A | '-------------------------------------------------------------------' Raven creates a black void that will absorb a projectile and give Raven a tiny amount of super meter. -- Empty Void - d, b, L (MB) -- Empty Void - d, b, L (MB), d .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 10.00 | 25 | 13 | 47 | N/A | '-------------------------------------------------------------------' Meter Burn Empty Void 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.65 | 13 | 44 | -25 | -20 | '-------------------------------------------------------------------' 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. -- Soul Crush - d, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.65 | 5 | 12 | 92 | N/A | '-------------------------------------------------------------------' Meter Burn Soul Crush makes Raven lift the opponent upwards slightly after the attack allowing her to juggle the foe on the way down. The Meter Burn version takes slightly less damage. -- Singularity - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.70 | 16 | 33 | -20 | -10 | '-------------------------------------------------------------------' Raven swings her fist forward and grapples the opponent with a close range telekinetic hold then slams the foe into the ground. -- Singularity - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 5.78 | 0 | 15 | 77 | N/A | '-------------------------------------------------------------------' Meter Burn Singularity will make Raven slam the foe harder and launches the foe back into the air. -- Shadow Raven - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 8.00 | 19 | 33 | -1 | -14 | '-------------------------------------------------------------------' Raven fire a shadow raven made up of dark energy out of her hand. _______________________________________________________________________________ SUPER MOVE R A V E N ������������������������������������������������������������������������������� -- Deadly Sin - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 33.75 | 110 | 43 | 20 | -9 | '-------------------------------------------------------------------' Raven zaps her foe to the demon dimension where demons attack the opponent. Raven summons a giant demon (her father, Trigon) and he hits the opponent with his eye beams and then knocks the foe back into the real world. _______________________________________________________________________________ CHARACTER POWER R A V E N ������������������������������������������������������������������������������� -- Demon Stance - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 49 | N/A | N/A | '-------------------------------------------------------------------' 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. All of the moves listed below will replace or be added to her existing move set. -- Event Horizon - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.60 | 22 | 32 | 16 | 6 | '-------------------------------------------------------------------' Raven will pull her foe toward her then hit the opponent with a surge of demon energy from close range. -- Event Horizon - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.70 | 7 | 31 | 68 | N/A | '-------------------------------------------------------------------' Meter Burn Event Horizon 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 just about 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 23 | 24 | 37 | 0 | '-------------------------------------------------------------------' Raven creates a pillar of dark light that shoots up from the ground. This can be done from three different ranges as shown above. -- Negative Mass - d, f, L (MB) -- Close Negative Mass - d, f, L, b (MB) -- Far Negative Mass - d, f, L, f (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.60 | 23 | -1 | 82 | N/A | '-------------------------------------------------------------------' Meter Burn Negative Mass 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 18 | 40 | N/A | N/A | '-------------------------------------------------------------------' -- Front Dark Transmission - d, b, H -- Behind Dark Transmission - d, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 18 | 19 | N/A | N/A | '-------------------------------------------------------------------' 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. __ _ [DM20] / _\| |__ __ _ ____ __ _ _ __ ___ ****************** \ \ | '_ \ / _` ||_ // _` || '_ ` _ \ ******************** _\ \| | | || (_| | / /| (_| || | | | | | ****************** \__/|_| |_| \__,_|/___|\__,_||_| |_| |_| ******************* First Appearance: [Captain Marvel/Shazam] Whiz Comics #2 (February 1940) _______________________________________________________________________________ BASIC ATTACKS S H A Z A M ������������������������������������������������������������������������������� -- God Punch - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 8 | 17 | 2 | -2 | '-------------------------------------------------------------------' -- Knee Strike - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 9 | 23 | 12 | 1 | '-------------------------------------------------------------------' -- Hook Kick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 12 | 27 | 5 | 3 | '-------------------------------------------------------------------' -- Hook Punch - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 8 | 18 | 17 | -3 | '-------------------------------------------------------------------' -- Thundering Elbow - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 3.00 | 20 | 25 | 54 | -11 | '-------------------------------------------------------------------' -- Power Cross - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 30 | 27 | 75 | 7 | '-------------------------------------------------------------------' -- Roundhouse Kick - f + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 10 | 19 | 20 | -2 | '-------------------------------------------------------------------' -- Hercules Uppercut - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 16 | 28 | 5 | -5 | '-------------------------------------------------------------------' -- Mighty Slam - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 29 | 28 | 76 | 6 | '-------------------------------------------------------------------' -- Low Jab - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 6 | 15 | 10 | 1 | '-------------------------------------------------------------------' -- Lifting Cut - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 12 | 19 | 73 | -4 | '-------------------------------------------------------------------' -- Sweeping Kick - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 10 | 20 | 39 | -11 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS S H A Z A M ������������������������������������������������������������������������������� -- Jumping Strike - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 6 | 24 | 2 | -10 | '-------------------------------------------------------------------' -- Mercury's Sidekick - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 7 | 24 | 15 | -6 | '-------------------------------------------------------------------' -- Achilles' Fist - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 10 | 24 | 53 | -2 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS S H A Z A M ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS S H A Z A M ������������������������������������������������������������������������������� -- Mighty Slam - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Power Cross - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS S H A Z A M ������������������������������������������������������������������������������� -- One-Two Punch - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 7 | 17 | 16 | 2 | '-------------------------------------------------------------------' -- Solomon's Wisdom - L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 9 | 24 | 7 | -3 | '-------------------------------------------------------------------' -- Hercules' Strength - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 14 | 22 | 77 | -1 | '-------------------------------------------------------------------' -- Atlas' Stamina - L, M, b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 11 | 26 | 46 | 1 | '-------------------------------------------------------------------' -- Zeus' Power - L, M, f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 13 | 36 | 46 | -3 | '-------------------------------------------------------------------' -- Achilles' Courage - f + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 2.85 | 15 | 22 | 51 | 3 | '-------------------------------------------------------------------' -- Mercurys Speed - b + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 5 | 23 | 8 | -2 | '-------------------------------------------------------------------' -- Mighty Colossus - b + L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 6.32 | 8 | 38 | 9 | -6 | '-------------------------------------------------------------------' -- One-Two Kick - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 18 | 25 | 39 | -9 | '-------------------------------------------------------------------' -- Mighty Charge - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.30 | 12 | 40 | 31 | -9 | '-------------------------------------------------------------------' -- Mighty Force - f + M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 20 | 25 | 20 | -1 | '-------------------------------------------------------------------' -- Roaring Strike - f + M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 9 | 23 | 610 | 0 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES S H A Z A M ������������������������������������������������������������������������������� -- Atlas Torpedo - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.00 | 17 | 0 | 36 | -12 | '-------------------------------------------------------------------' Shazam performs a spinning torpedo toward his opponent. -- Atlas Torpedo - b, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 5.70 | 0 | 60 | -60 | N/A | '-------------------------------------------------------------------' Meter Burn Atlas Torpedo makes Shazam grab the opponent's leg and then slam the opponent into the ground after the torpedo hits. -- Bolt of Zeus - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 7.00 | 26 | -162 | -3 | -10 | '-------------------------------------------------------------------' Shazam forms a lightning bolt in his hand and then tosses it forward. This projectile will stagger his opponent if it hits. -- Bolt of Zeus - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 13.00 | 39 | -165 | 33 | 2 | '-------------------------------------------------------------------' Meter Burn Bolt of Zeus causes lightning to strike Shazam's hand and he will toss out a bigger thunderbolt that will take more damage and knock his opponent down. -- Herculean Might - d, b, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 12.00 | 11 | 27 | 25 | N/A | '-------------------------------------------------------------------' Shazam grabs his opponent then turns and slams the foe into the ground along with him as a lighting bolt hits the opponent. -- Herculean Might - d, b, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 4.50 | 0 | 27 | -27 | N/A | '-------------------------------------------------------------------' Meter Burn Herculean Might causes the opponent to bounce off the ground and fly into the air allowing for juggling after this attack. -- Achilles' Clutch - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 9.00 | 13 | 35 | 23 | N/A | '-------------------------------------------------------------------' This is a command grab that can only be done on juggled opponents or standing opponents. Shazam grabs his opponent and leaps into the air then tosses the opponent to the ground. -- Achilles' Clutch - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 5.00 | 0 | 46 | -46 | N/A | '-------------------------------------------------------------------' Meter Burn Achilles' Clutch causes Shazam to fly down and kick his opponent with both feet after the throw for extra damage. -- Advancing Mercury Storm - d, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 25 | 11 | N/A | N/A | '-------------------------------------------------------------------' Shazam phases out and then phases back in further ahead. -- Eluding Mercury Storm - d, b, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 25 | 9 | N/A | N/A | '-------------------------------------------------------------------' Shazam phases out and then phases back in further behind him. _______________________________________________________________________________ SUPER MOVE S H A Z A M ������������������������������������������������������������������������������� -- The Power of SHAZAM - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 38.50 | 115 | 42 | 6 | -10 | '-------------------------------------------------------------------' Shazam uppercuts 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 grabs the opponent by the leg and then performs a spinning swing and slams the foe back down to the ground. _______________________________________________________________________________ CHARACTER POWER S H A Z A M ������������������������������������������������������������������������������� -- Solomon of Judgment - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 43 | N/A | N/A | '-------------------------------------------------------------------' Shazam summons down lightning that augments his hands with electricity which makes all of his punch attacks take off a greater amount of damage. __ _ _ [DM21] / _\(_) _ __ ___ ___ | |_ _ __ ___ ****************** \ \ | || '_ \ / _ \/ __|| __|| '__|/ _ \ ****************** _\ \| || | | || __/\__ \| |_ | | | (_) | ****************** \__/|_||_| |_| \___||___/ \__||_| \___/ ****************** _______________________________________________________________________________ S I N E S T R O ������������������������������������������������������������������������������� First Appearance: Green Lantern (vol. 2) #7 (August 1961) _______________________________________________________________________________ BASIC ATTACKS S I N E S T R O ������������������������������������������������������������������������������� -- Ring Jab - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 2.00 | 7 | 22 | -3 | -4 | '-------------------------------------------------------------------' -- Axe Swing - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 10 | 15 | 16 | 0 | '-------------------------------------------------------------------' -- Comet Kick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 11 | 32 | 51 | 0 | '-------------------------------------------------------------------' -- Axe Stab - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 16 | 25 | 9 | -9 | '-------------------------------------------------------------------' -- Ring Hammerfist - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 3.00 | 14 | 16 | 47 | -9 | '-------------------------------------------------------------------' -- Smashing Fist - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 28 | 27 | 75 | 5 | '-------------------------------------------------------------------' -- Front Kick - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 13 | 22 | 14 | -5 | '-------------------------------------------------------------------' -- Thrashing Hammerfist - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 34 | 25 | 74 | 8 | '-------------------------------------------------------------------' -- Low Jab - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 7 | 12 | 14 | -2 | '-------------------------------------------------------------------' -- Ascending Construct - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 11 | 23 | 68 | -14 | '-------------------------------------------------------------------' -- Low Axe Swing - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 14 | 29 | 34 | -14 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS S I N E S T R O ������������������������������������������������������������������������������� -- Lowering Kick - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 8 | 23 | 3 | -9 | '-------------------------------------------------------------------' -- Descending Stab - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 9 | 23 | 16 | -5 | '-------------------------------------------------------------------' -- Downward Slice - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 13 | 23 | 54 | -1 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS S I N E S T R O ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 9.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 9.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS S I N E S T R O ������������������������������������������������������������������������������� -- Thrashing Hammerfist - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Smashing Fist - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS S I N E S T R O ������������������������������������������������������������������������������� -- Distortion - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 14 | 30 | 2 | -6 | '-------------------------------------------------------------------' -- Positive Matter - L, L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 7 | 32 | 2 | -8 | '-------------------------------------------------------------------' -- Sinful Pride - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 12 | 32 | 53 | -7 | '-------------------------------------------------------------------' -- Ego Trip - L, L, u + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 16 | 52 | 27 | -21 | '-------------------------------------------------------------------' -- Tainted Reputation - L, b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 13 | 28 | 4 | -3 | '-------------------------------------------------------------------' -- Yellow Element - L, b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.27 | 26 | 20 | 54 | 5 | '-------------------------------------------------------------------' -- Lost Will - b + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 6.65 | 16 | 24 | 38 | -5 | '-------------------------------------------------------------------' -- Zero Compassion - b + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 17 | 22 | 69 | -9 | '-------------------------------------------------------------------' -- Dashed Hope - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 17 | 20 | 10 | -1 | '-------------------------------------------------------------------' -- Devastating - M, M, d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.12 | 17 | 25 | 22 | -11 | '-------------------------------------------------------------------' -- Fearless - M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 20 | 26 | 55 | -5 | '-------------------------------------------------------------------' -- Blind Ambition - b + M, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 6.65 | 20 | 27 | 39 | -3 | '-------------------------------------------------------------------' -- In Blackest Day - b + M, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 26 | 22 | 68 | 11 | '-------------------------------------------------------------------' -- Fallen Hero - b + M, b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 18 | 19 | 72 | -12 | '-------------------------------------------------------------------' -- War of Light - f + M, d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 2.85 | 17 | 22 | 4 | -5 | '-------------------------------------------------------------------' -- Power Burn - f + M, d + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.12 | 10 | 12 | 69 | -4 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES S I N E S T R O ������������������������������������������������������������������������������� -- Fear Blast - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.00 | 9 | -153 | -14 | -34 | '-------------------------------------------------------------------' Sinestro fires an energy projectile from his hand. -- Fear Blast - d, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 12.46 | 17 | -175 | 0 | -25 | '-------------------------------------------------------------------' Meter Burn Fear Blast will make Sinestro throw out two more projectiles. -- Impact Event - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.00 | 19 | -139 | 16 | -43 | '-------------------------------------------------------------------' Sinestro creates an energy rock up above his opponent then slams it down on the foe's head. -- Impact Event - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.65 | 15 | -165 | 56 | N/A | '-------------------------------------------------------------------' Meter Burn Impact Event will make Sinestro slam down an extra rock and launch his opponent. -- Arachnid Sting - d, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 5.00 | 12 | 47 | 61 | -36 | '-------------------------------------------------------------------' Sinestro forms four energy stingers on his back then uppercuts his foe away from him. -- Arachnid Sting - d, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 10.00 | 24 | -158 | 44 | N/A | '-------------------------------------------------------------------' Meter Burn Arachnid Sting will cause Sinestro to fire out all four stingers at his foe after the uppercut for greater damage. -- Axe of Terror (air) - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 18 | 23 | 61 | -2 | '-------------------------------------------------------------------' While in the air, Sinestro creates an axe made of energy below his opponent then it flies upward toward Sinestro. -- Final Shackles - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 0.00 | 21 | 41 | 39 | -26 | '-------------------------------------------------------------------' Sinestro creates a yellow aura below his opponent that shackles the foe with two glowing confines if it hits the opponent. The shackles will hold the foe in place for a few seconds. _______________________________________________________________________________ SUPER MOVE S I N E S T R O ������������������������������������������������������������������������������� -- Sinestro's Might - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 34.70 | 126 | 30 | 14 | -13 | '-------------------------------------------------------------------' 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 S I N E S T R O ������������������������������������������������������������������������������� -- Beware Your Fears - S (hold) -- Energy Shot - S (while construct is active) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 5 | 163 | 89 | 20 | '-------------------------------------------------------------------' 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. __ _ ___ _ [DM22] / _\ ___ | | ___ _ __ ___ ___ _ __ / _ \_ __ _ _ _ __ __| |_ _ \ \ / _ \| |/ _ \| '_ ` _ \ / _ \| '_ \ / /_\/ '__| | | | '_ \ / _` | | | | _\ \ (_) | | (_) | | | | | | (_) | | | | / /_\\| | | |_| | | | | (_| | |_| | \__/\___/|_|\___/|_| |_| |_|\___/|_| |_| \____/|_| \__,_|_| |_|\__,_|\__, | |___/ First Appearance: All-American Comics #61 (October 1944) _______________________________________________________________________________ BASIC ATTACKS S O L O M O N G R U N D Y ������������������������������������������������������������������������������� -- Decimate Fist - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 12 | 17 | 19 | -4 | '-------------------------------------------------------------------' -- Muddy Boot - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 13 | 22 | 13 | 2 | '-------------------------------------------------------------------' -- Marsh Mash - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 30 | 27 | 46 | -2 | '-------------------------------------------------------------------' -- Light Headed - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 23 | 19 | 22 | -5 | '-------------------------------------------------------------------' -- Swampy Stomp - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 3.00 | 28 | 18 | 50 | 4 | '-------------------------------------------------------------------' -- Grundy Blast - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 29 | 27 | 86 | 6 | '-------------------------------------------------------------------' -- Cyrus Kick - f + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 26 | 29 | 3 | -4 | '-------------------------------------------------------------------' NOTE: The frames for this move could be wrong in the game. It has "5.00" listed as its damage when it should be "2.00" -- Butcher Slash - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 26 | 29 | 3 | -4 | '-------------------------------------------------------------------' -- Grundy Crush - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 30 | 26 | 78 | 7 | '-------------------------------------------------------------------' -- Gut Punch - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 11 | 10 | 17 | 3 | '-------------------------------------------------------------------' -- Rising Backhand - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 8 | 24 | 66 | -12 | '-------------------------------------------------------------------' -- Low Hook - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 19 | 23 | 38 | -9 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS S O L O M O N G R U N D Y ������������������������������������������������������������������������������� -- Hinge Kick - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 12 | 32 | -6 | -18 | '-------------------------------------------------------------------' -- Quick Kick - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 15 | 25 | 15 | 35 | '-------------------------------------------------------------------' -- Double Boot - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 14 | 32 | 45 | -10 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS S O L O M O N G R U N D Y ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS S O L O M O N G R U N D Y ������������������������������������������������������������������������������� -- Grundy Crush - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Grundy Blast - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS S O L O M O N G R U N D Y ������������������������������������������������������������������������������� -- Heavy Hand - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 13 | 41 | -9 | -16 | '-------------------------------------------------------------------' -- Driven To Kill - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 17 | 21 | 14 | -7 | '-------------------------------------------------------------------' -- Destroy - L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 17 | 21 | 77 | 1 | '-------------------------------------------------------------------' -- Face of Evil - L, b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 13 | 22 | 51 | -5 | '-------------------------------------------------------------------' -- Born On a Monday - b + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.36 | 20 | 27 | 21 | -22 | '-------------------------------------------------------------------' -- Reanimated - f + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 25 | 19 | 17 | -3 | '-------------------------------------------------------------------' -- No Pain - f + L, M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 34 | 27 | 38 | 7 | '-------------------------------------------------------------------' -- Death To All - f + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 25 | 17 | 70 | -3 | '-------------------------------------------------------------------' -- Already Dead - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 22 | 15 | 80 | -1 | '-------------------------------------------------------------------' -- Rest in Peace - f + M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.75 | 21 | 15 | 18 | -2 | '-------------------------------------------------------------------' -- Slaughter Swamp - f + M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 20 | 34 | 45 | 0 | '-------------------------------------------------------------------' -- Bad Blood - H, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.50 | 14 | 17 | 77 | -1 | '-------------------------------------------------------------------' -- Dead's Blood - H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.30 | 28 | 22 | 39 | 12 | '-------------------------------------------------------------------' -- Tombstoned - d + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.65 | 12 | 16 | 43 | -3 | '-------------------------------------------------------------------' -- Swampland - d + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.26 | 39 | 30 | 15 | 1 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES S O L O M O N G R U N D Y ������������������������������������������������������������������������������� -- Cleaver Spin - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 10.00 | 25 | 38 | 40 | -22 | '-------------------------------------------------------------------' Solomon Grundy spins while moving forward and then cuts his foe with a cleaver that knock the opponent to the ground. -- Cleaver Spin - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.00 | 8 | 26 | 58 | N/A | '-------------------------------------------------------------------' Meter Burn Cleaver Spin will make the cleaver bounce the opponent after the swing. -- Walking Corpse - b, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 12.00 | 35 | 38 | 11 | -4 | '-------------------------------------------------------------------' Solomon Grundy dashes forward and grabs his opponent then headbutts the foe. -- Walking Corpse - b, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 7.00 | 0 | 118 | -118 | N/A | '-------------------------------------------------------------------' Meter Burn Walking Corpse will make Solomon Grundy toss his opponent toward the wall behind him after the headbutt. -- Grave Rot - d, b, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 44 | -44 | N/A | '-------------------------------------------------------------------' Green gas will shoot out of Solomon 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. -- Grave Rot - d, b, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 2.00 | 60 | -62 | 51 | N/A | '-------------------------------------------------------------------' Meter Burn Grave Rot will make the gas take more health from the foe. -- Dead Air - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 10.00 | 21 | 67 | 43 | -42 | '-------------------------------------------------------------------' Solomon Grundy grabs his foe and tosses the foe behind him. -- Dead Air - b, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 0.00 | 0 | 27 | 67 | N/A | '-------------------------------------------------------------------' Meter Burn Dead Air 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 9.00 | 33 | 35 | 28 | 1 | '-------------------------------------------------------------------' 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. -- Swamp Hands - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 6.00 | 13 | 31 | 77 | 2 | '-------------------------------------------------------------------' Meter Burn Swamp Hands 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 5 | 37 | 54 | N/A | '-------------------------------------------------------------------' Solomon Grundy will grab his opponent out of the air and toss the foe behind him. _______________________________________________________________________________ SUPER MOVE S O L O M O N G R U N D Y ������������������������������������������������������������������������������� -- Grave Digger - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Unblockable| 37.00 | 9 | 29 | 40 | N/A | '-------------------------------------------------------------------' Solomon Grundy will enter a state of increased speed and defense during his super move. All of his normal attacks will change to a grab (even air attacks). 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 S O L O M O N G R U N D Y ������������������������������������������������������������������������������� -- The Pain Chain - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 9.00 | 18 | 31 | 14 | -6 | '-------------------------------------------------------------------' Solomon Grundy's character 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 Grundy 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 8.80 | 0 | 211 | -211 | -211 | '-------------------------------------------------------------------' -- Power Final Hit - d, f, S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 10.80 | 0 | 249 | -249 | -249 | '-------------------------------------------------------------------' Increases damage on all attacks if successful. -- Health Chain - d, d, S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 5.00 | 0 | 256 | -256 | -256 | '-------------------------------------------------------------------' -- Health Final hit - u, u, S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 7.00 | 0 | 313 | -313 | -313 | '-------------------------------------------------------------------' Reduces damage taken on all attacks if successful. -- Defense Chain - d, u, S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 6.00 | 0 | 184 | -184 | -184 | '-------------------------------------------------------------------' -- Defense Final Hit - u, d, S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 16.00 | 0 | 143 | -143 | -143 | '-------------------------------------------------------------------' Reduces block damage taken from all attacks if successful. __ [DM23] / _\ _ _ _ __ ___ _ __ _ __ ___ __ _ _ __ *********** \ \ | | | || '_ \ / _ \| '__|| '_ ` _ \ / _` || '_ \ ************ _\ \| |_| || |_) || __/| | | | | | | || (_| || | | | *********** \__/ \__,_|| .__/ \___||_| |_| |_| |_| \__,_||_| |_| *********** |_| First Appearance: Action Comics #1 (June 1938) _______________________________________________________________________________ BASIC ATTACKS S U P E R M A N ������������������������������������������������������������������������������� -- Hook Punch - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 8 | 17 | 18 | -2 | '-------------------------------------------------------------------' -- Overhead Smash - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 10 | 20 | 14 | -4 | '-------------------------------------------------------------------' -- Fist of Justice - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 10 | 29 | 53 | -6 | '-------------------------------------------------------------------' -- Quick Heat - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 3.00 | 19 | 27 | 11 | -9 | '-------------------------------------------------------------------' -- Kryptonian Strike - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 29 | 29 | 85 | 5 | '-------------------------------------------------------------------' -- Charge Punch - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 29 | 29 | 85 | 5 | '-------------------------------------------------------------------' -- Cross Swipe - f + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 3.00 | 8 | 33 | 2 | -3 | '-------------------------------------------------------------------' -- Charge Overload - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 30 | 26 | 78 | 7 | '-------------------------------------------------------------------' -- Flying Low - df + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 16 | 38 | 26 | -24 | '-------------------------------------------------------------------' -- Quick Jab - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 6 | 14 | 12 | -2 | '-------------------------------------------------------------------' -- Uppercut - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 9 | 23 | 69 | -9 | '-------------------------------------------------------------------' -- Low Poke - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 12 | 26 | 38 | -9 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS S U P E R M A N ������������������������������������������������������������������������������� -- Steel Fist - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 26 | 0 | -12 | '-------------------------------------------------------------------' -- Double Fist - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 9 | 26 | 13 | -8 | '-------------------------------------------------------------------' -- Hammer Punch - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 11 | 26 | 51 | -4 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS S U P E R M A N ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' _______________________________________________________________________________ BOUNCE CANCELS S U P E R M A N ������������������������������������������������������������������������������� -- Charge Overhead - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Charge Punch - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS S U P E R M A N ������������������������������������������������������������������������������� -- It's a Bird - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 10 | 16 | 15 | 2 | '-------------------------------------------------------------------' -- Great Purge - L, L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.71 | 15 | 23 | 8 | 1 | '-------------------------------------------------------------------' -- Kryptonite Bash - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.32 | 25 | 42 | 21 | -10 | '-------------------------------------------------------------------' -- Speeding Bullet - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 11 | 28 | 8 | -1 | '-------------------------------------------------------------------' -- The Last Son - M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 4.51 | 20 | 35 | 64 | -3 | '-------------------------------------------------------------------' -- Unstoppable - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.60 | 13 | 25 | 42 | -1 | '-------------------------------------------------------------------' -- Solitude Strikes - f + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 19 | 25 | 84 | -2 | '-------------------------------------------------------------------' -- Steel Rush - f + M, d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 1.90 | 16 | 21 | 47 | -4 | '-------------------------------------------------------------------' -- Man of Steel - f + M, d + L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.32 | 27 | 27 | 53 | 5 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES S U P E R M A N ������������������������������������������������������������������������������� -- Super Breath - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.00 | 20 | 13 | 44 | 1 | '-------------------------------------------------------------------' 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. -- Super Breath - d, b, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.00 | 10 | 18 | 71 | -3 | '-------------------------------------------------------------------' Meter Burn Super Breath 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 26 | 10 | 46 | -22 | '-------------------------------------------------------------------' -- Heat Vision - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.00 | 0 | 0 | 59 | 10 | '-------------------------------------------------------------------' -- Heat Vision (air) - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 25 | 40 | 12 | -47 | '-------------------------------------------------------------------' -- Heat Vision (air) - d, b, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.00 | 0 | 0 | 38 | -11 | '-------------------------------------------------------------------' 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 Heat Vision will make Superman fire out a shot that will make his opponent fly backwards after the burn. -- Rising Grab - d, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.62 | 11 | 31 | 10 | -8 | '-------------------------------------------------------------------' Superman flies upwards and grabs his foe then tosses the opponent to the ground. This can grab any opponent that is in the air - jumping or being juggled. -- Rising Grab - d, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.58 | 0 | 117 | -117 | N/A | '-------------------------------------------------------------------' Meter Burn Rising Grab will make Superman fly higher and slam the opponent to the ground. -- Flying Punch - b, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 21 | 22 | 52 | -16 | '-------------------------------------------------------------------' Superman rushes forward and punches his opponent. -- Flying Punch - b, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 14 | 39 | 12 | -33 | '-------------------------------------------------------------------' Meter Burn Flying Punch will make Superman perform an overhead punch and uppercut after the first punch. -- Flying Smash (air) - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 9.00 | 16 | 16 | 48 | -27 | '-------------------------------------------------------------------' Superman flies diagonally downward from the air with both fists and slams into the opponent. -- Flying Smash (air) - d + H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 7.20 | 0 | 131 | -131 | N/A | '-------------------------------------------------------------------' Meter Burn Flying Smash will make Superman grab the opponent by the neck and then slam the foe into the ground. -- Heat Zap - d, b, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 12.00 | 38 | -42 | 69 | 19 | '-------------------------------------------------------------------' Superman leans back and collects a heat vision blast then fires out a heat vision projectile forward. -- Low Scoop - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 5.00 | 16 | 24 | 77 | -26 | '-------------------------------------------------------------------' Superman uses an arm to scoop his opponent up by the legs and then tosses the foe into the air. The attack allows for juggling after the opponent is thrown into the air. _______________________________________________________________________________ SUPER MOVE S U P E R M A N ������������������������������������������������������������������������������� -- Kryptonian Crush - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 38.00 | 105 | 61 | N/A | N/A | '-------------------------------------------------------------------' Superman flies forward and grabs the opponent then uppercuts his foe all the way up into outer space. He flies up toward the opponent then spikes the foe back down to Earth. _______________________________________________________________________________ CHARACTER POWER S U P E R M A N ������������������������������������������������������������������������������� -- Fury of Krypton - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | 0 | 21 | N/A | N/A | '-------------------------------------------------------------------' 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' Superman can dash forward or backward while in the air. __ __ _ __ __ [DM24] / / /\ \ \___ _ __ __| | ___ _ __ / / /\ \ \___ _ __ ___ __ _ _ __ * \ \/ \/ / _ \| '_ \ / _` |/ _ \ '__| \ \/ \/ / _ \| '_ ` _ \ / _` | '_ \ ** \ /\ / (_) | | | | (_| | __/ | \ /\ / (_) | | | | | | (_| | | | | ** \/ \/ \___/|_| |_|\__,_|\___|_| \/ \/ \___/|_| |_| |_|\__,_|_| |_| * First Appearance: All Star Comics #8 (Dec-Jan 1941) (December 1941) _______________________________________________________________________________ BASIC ATTACKS (LASSO) W O N D E R W O M A N ������������������������������������������������������������������������������� -- Warrior's Jab - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 8 | 18 | 18 | -2 | '-------------------------------------------------------------------' -- Amazon's Fist - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 9 | 31 | -1 | -7 | '-------------------------------------------------------------------' -- Shin Kick - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 5.00 | 14 | 14 | 22 | -3 | '-------------------------------------------------------------------' -- Cross Punch - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 12 | 12 | 8 | 4 | '-------------------------------------------------------------------' -- Lasso Slam - b + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 17 | 27 | 46 | -5 | '-------------------------------------------------------------------' -- Amazon's Blast - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 11.00 | 30 | 27 | 87 | 7 | '-------------------------------------------------------------------' -- Amazon's Heel - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 30 | 26 | 78 | 7 | '-------------------------------------------------------------------' -- Knee Chop - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 0.50 | 6 | 14 | 12 | -2 | '-------------------------------------------------------------------' -- Rising Lasso - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 14 | 27 | 73 | -9 | '-------------------------------------------------------------------' -- Leg Takedown - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 11 | 23 | 32 | -6 | '-------------------------------------------------------------------' _______________________________________________________________________________ BASIC ATTACKS (SWORD) W O N D E R W O M A N ������������������������������������������������������������������������������� -- Blade Slice - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 7 | 17 | 2 | -2 | '-------------------------------------------------------------------' -- Sword Poke - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 16 | 18 | 18 | 8 | '-------------------------------------------------------------------' -- Amazon's Boot - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.00 | 18 | 21 | 40 | 3 | '-------------------------------------------------------------------' -- Edge Swing - b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 11 | 16 | 67 | 0 | '-------------------------------------------------------------------' -- Low Stab - b + Y .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 5.00 | 14 | 20 | 16 | 1 | '-------------------------------------------------------------------' -- Warrior's Strike - b + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 12.45 | 29 | 18 | 86 | -5 | '-------------------------------------------------------------------' -- Amazon's Attack - f + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 6 | 12 | 7 | 3 | '-------------------------------------------------------------------' -- Warrior's Bash - f + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 30 | 12 | 78 | 7 | '-------------------------------------------------------------------' -- Low Poke - d + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.00 | 7 | 14 | 12 | 3 | '-------------------------------------------------------------------' -- Upward Stab - d + M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.00 | 8 | 24 | 72 | -12 | '-------------------------------------------------------------------' -- Sword Sweep - d + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 7.00 | 8 | 26 | 41 | -1 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS (LASSO) W O N D E R W O M A N ������������������������������������������������������������������������������� -- Quick Kick - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 30 | -4 | -16 | '-------------------------------------------------------------------' -- Boot Bash - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 11 | 30 | 9 | -12 | '-------------------------------------------------------------------' -- Lasso Slam - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 14 | 29 | 47 | -8 | '-------------------------------------------------------------------' _______________________________________________________________________________ AIR ATTACKS (SWORD) W O N D E R W O M A N ������������������������������������������������������������������������������� -- Quick Kick - L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 5.00 | 5 | 15 | 5 | 21 | '-------------------------------------------------------------------' -- Air Slice - M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 11 | 22 | 17 | -4 | '-------------------------------------------------------------------' -- Sword Slam - H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 11.00 | 8 | 22 | 54 | 0 | '-------------------------------------------------------------------' _______________________________________________________________________________ THROWS W O N D E R W O M A N ������������������������������������������������������������������������������� -- Forward Throw - f + LB or f + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' -- Reverse Throw - LB or b + L + H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Throw | 11.00 | 10 | 21 | 14 | -5 | '-------------------------------------------------------------------' NOTE: Wonder Woman switches back to Lasso after any throw. _______________________________________________________________________________ BOUNCE CANCELS W O N D E R W O M A N ������������������������������������������������������������������������������� -- Amazon's Heel - f, f, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' -- Amazon's Blast - b, b, MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS (LASSO) W O N D E R W O M A N ������������������������������������������������������������������������������� -- Entrapment - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 11 | 24 | 8 | 2 | '-------------------------------------------------------------------' -- Ends of the Earth - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 20 | 36 | 29 | -1 | '-------------------------------------------------------------------' -- Demi God - b + L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 10 | 24 | 13 | 3 | '-------------------------------------------------------------------' -- Gods and Mortals - b + L, L, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.32 | 11 | 26 | 78 | -1 | '-------------------------------------------------------------------' -- Warrior Princess - d + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 1.90 | 7 | 16 | 20 | -1 | '-------------------------------------------------------------------' -- Destiny Calling - M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 7 | 16 | 84 | -9 | '-------------------------------------------------------------------' -- Hephaestus Rush - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.90 | 16 | 35 | 30 | -4 | '-------------------------------------------------------------------' -- Athena's Wisdom - H, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 11 | 24 | 70 | 2 | '-------------------------------------------------------------------' _______________________________________________________________________________ COMBO ATTACKS (SWORD) W O N D E R W O M A N ������������������������������������������������������������������������������� -- Double Edge - L, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 14 | 24 | 12 | -3 | '-------------------------------------------------------------------' -- Fires of Hestia - L, L, b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.51 | 11 | 16 | 66 | 0 | '-------------------------------------------------------------------' -- Go in Peace - L, L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.32 | 20 | 31 | 32 | 2 | '-------------------------------------------------------------------' -- War of the Gods - f + L, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 2.85 | 10 | 19 | 16 | 2 | '-------------------------------------------------------------------' -- Strength of the Sword - f + L, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 4.51 | 24 | 40 | 8 | -7 | '-------------------------------------------------------------------' -- Eyes of the Hunter - M, b + L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 11 | 16 | 66 | 0 | '-------------------------------------------------------------------' -- Weeping Angel - M, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 4.75 | 24 | 26 | 10 | 0 | '-------------------------------------------------------------------' -- By the Gods - M, M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.32 | 23 | 51 | 30 | -17 | '-------------------------------------------------------------------' -- Aegis Wrath - b + M, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 6.65 | 16 | 37 | 48 | -8 | '-------------------------------------------------------------------' -- Justice - b + M, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Low | 6.65 | 18 | 27 | 37 | -4 | '-------------------------------------------------------------------' _______________________________________________________________________________ SPECIAL MOVES (LASSO) W O N D E R W O M A N ������������������������������������������������������������������������������� -- Straight Tiara - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 7.00 | 17 | 36 | -12 | -14 | '-------------------------------------------------------------------' Wonder Woman takes off her tiara and tosses it forward like a boomerang. -- Straight Tiara - b, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 6 | 10 | 12 | 3 | '-------------------------------------------------------------------' Meter Burn Straight Tiara will make the tiara hit the opponent two times - on the way forward and back. -- Amazonian Uppercut - d, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.80 | 18 | 36 | 70 | -18 | '-------------------------------------------------------------------' Wonder Woman flies diagonally upward with a punch. -- Amazonian Uppercut - d, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 5.12 | 32 | 46 | 43 | N/A | '-------------------------------------------------------------------' Meter Burn Amazonian Uppercut will make Wonder Woman perform a horizontal dashing air punch after the first punch. -- Amazonian Smash (air) - d, b, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 8.00 | 16 | 25 | 2 | -5 | '-------------------------------------------------------------------' From the air, Wonder Woman will fly diagonally downward with a punch. -- Amazonian Smash (air) - d, b, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 6.00 | 3 | 31 | 69 | -14 | '-------------------------------------------------------------------' Meter Burn Amazonian Smash will make Wonder Woman fly diagonally upwards after the first hit to hit the opponent again and knock the foe to the ground. -- Lasso Grab - d, f, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 12.00 | 24 | 14 | 53 | 14 | '-------------------------------------------------------------------' 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. -- Lasso Grab - d, f, L (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 15.00 | 0 | 213 | -213 | N/A | '-------------------------------------------------------------------' Meter Burn Lasso Grab 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 - at that time Wonder Woman will take off more damage and her foe will take off less damage with attacks for a few seconds. -- Lasso Spin - d, b, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 20 | 25 | 57 | -9 | '-------------------------------------------------------------------' 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 4 | 19 | -67 | -35 | '-------------------------------------------------------------------' Wonder Woman will parry a projectile or attack while holding her bracelets upwards. After a parry, her fists will have a yellow glow around them and her punch attacks will take off more damage per hit for a limited amount of time. -- Up Tiara - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 7.00 | 17 | 38 | 339 | -16 | '-------------------------------------------------------------------' -- Down Tiara (air) - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 17 | 54 | -30 | -32 | '-------------------------------------------------------------------' Wonder Woman tosses her tiara diagonally upward while on the ground and diagonally downward while in the air. -- Straight Tiara (air) - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 7.00 | 15 | 54 | -30 | -32 | '-------------------------------------------------------------------' Wonder Woman tosses her tiara 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 10.00 | 15 | 39 | 21 | -14 | '-------------------------------------------------------------------' While in the air, Wonder Woman performs a dashing punch forward. _______________________________________________________________________________ SPECIAL MOVES (SWORD) W O N D E R W O M A N ������������������������������������������������������������������������������� -- Shield Toss - b, f, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 7.00 | 17 | 27 | -2 | -4 | '-------------------------------------------------------------------' Wonder Woman tosses her shield forward like a boomerang. -- Shield Toss - b, f, M (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 3.00 | 6 | 11 | 11 | 0 | '-------------------------------------------------------------------' Meter Burn Shield Toss will cause Wonder Woman's shield to hit on the way back. -- Amalthea Bash - b, f, H .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 8.00 | 11 | 20 | 9 | -12 | '-------------------------------------------------------------------' Wonder Woman performs a shield ram forward. -- Amalthea Bash - b, f, H (MB) .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 7.00 | 21 | 18 | 61 | 9 | '-------------------------------------------------------------------' Meter Burn Amalthea Bash will cause Wonder Woman to perform a second shield ram after the first. -- Shield Strike - d, b, L .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 9.81 | 1 | 30 | -46 | -12 | '-------------------------------------------------------------------' Wonder Woman swings her shield forward for a close range shield attack 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 .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | High | 7.00 | 17 | 27 | -3 | -4 | '-------------------------------------------------------------------' -- Down Shield (air) - d, b, M .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Overhead | 7.00 | 17 | 49 | -25 | -25 | '-------------------------------------------------------------------' Wonder Woman tosses her shield diagonally upward while on the ground and diagonally downward while in the air. _______________________________________________________________________________ SUPER MOVE W O N D E R W O M A N ������������������������������������������������������������������������������� -- Justice Javelin - FS + MB .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | Mid | 37.85 | 126 | 39 | 20 | -13 | '-------------------------------------------------------------------' 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 W O N D E R W O M A N ������������������������������������������������������������������������������� -- Style Change - S .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | 0.00 | 0 | 29 | N/A | N/A | '-------------------------------------------------------------------' Wonder Woman's character power allows her to equip her shield or lasso. It is basically a style change like Nightwing's character power. -- Air Dash - f, f or b, b .-------------------------------------------------------------------. | Properties | Damage | Startup | Recovery | Advantage | Advantage | | | | | | on Hit | if Guarded | +===================================================================+ | N/A | N/A | N/A | N/A | N/A | N/A | '-------------------------------------------------------------------' Wonder Woman can dash forward or backward while in the air. =============================================================================== _______ [BM00] |_____ | _____| | |_____ | _____| | |_______| B R I E F M O V E L I S T =============================================================================== This section list all the moves for each fighter as briefly as possibly. There are no descriptions here to interfere with your reading while using this as a quick reference for the game. Everything is listed with the bare minimal notations and should be easily printable for those that just want a move sheet reference. _______________________________________________________________________________ A Q U A M A N ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 + M, d, H _______________________________________________________________________________ B A T M A N ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 _______________________________________________________________________________ T H E F L A S H ������������������������������������������������������������������������������� 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 _______________________________________________________________________________ G R E E N A R R O W ������������������������������������������������������������������������������� 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, f, 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 J O K E R ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 - M, M, d + L LexCorp - b + M, u + H Megalomania - b + M, u + H, d + H _______________________________________________________________________________ N I G H T W I N G ������������������������������������������������������������������������������� 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, H (!) 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, H 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 =============================================================================== _ _ [AR00] | | | | | |___| | |_____ | | | |_| A R E N A S =============================================================================== ___ / __\ / / / /___ _______________________________ \____/ H A R A C T E R C L A S S E S \________________________________________ ------------------------------------------------------------------------------- When it comes to the different stage interactions, all characters fall into one of four different classes. Each of the four classes will manipulate objects differently. The four character classes are presented as follows. -- ACROBATIC ------------------------------------------------------------------ The Flash Killer Frost Raven Acrobatic characters cannot lift heavy objects that power characters can lift. They will jump off the object to leap over their opponent. Acrobatic characters cannot use bombs like gadget characters. o To change jumping directions near an object that can be jumped on, press toward the direction that you want your character to leap toward then press the interact button. o Some object actions can be extended or delayed by holding the interact button while performing the action. For instance, you might be able to slide longer on an overhead pipe by holding down the interact button during the slide. o Flash has a special grab that can be performed by pressing f + H near certain objects that he can normally jump off of. -- GADGET --------------------------------------------------------------------- Batman Catwoman Deathstroke Green Arrow Harley Quinn The Joker Nightwing Gadget characters are much like Acrobatic characters except that they have a choice of placing a bomb on most object that they can jump off of. To jump off an object, press the interact button while standing next to it. o To place a bomb on an object press down + Interact while standing next to it. The character will place a bomb then vault off the object. Any piece of the object that hits their opponent will take damage from the opponent. o To change jumping directions near an object that can be jumped on, press toward the direction that you want your character to leap toward then press the interact button. o Some object actions can be extended or delayed by holding the interact button while performing the action. For instance, you might be able to slide longer on an overhead pipe by holding down the interact button during the slide. o Batman has a special grab that can be performed by pressing f + H near certain objects that he can normally jump off of (and lay a bomb on). -- POWER (FLYING) ------------------------------------------------------------- Black Adam Hawkgirl Green Lantern Sinestro Superman Wonder Woman Power Flying characters can lift bigger objects that Acrobatic and Gadget characters cannot lift. Flying characters will fly further into the air while interacting with some objects that can be thrown and they might do the same for objects that they can throw their opponent into. Power Flying characters cannot leap off objects or use overhead pipes to swing. -- POWER (GROUND) ------------------------------------------------------------- Aquaman Ares Bane Cyborg Doomsday Lex Luthor Shazam Solomon Grundy Like Power Flying characters, Power Ground characters can lift bigger objects that Acrobatic and Gadget characters cannot lift. Ground characters will stay on the ground while interacting with objects that can be thrown and objects that they can throw their opponent into. Power Ground characters cannot leap off objects or use overhead pipes to swing. _ /_\ //_\\ / _ \ __________ \_/ \_/ R E N A S \____________________________________________________________ ------------------------------------------------------------------------------- This section lists out each stage in Injustice along with each section of the stage. Most stages have more than one area that can be fought in. All stages with multiple areas have transitions that can be performed by pressing b + H to hit your opponent once your opponent is on a certain side of the area. All stages have a variety of interactions that characters can take advantage of as well. Each portion of a stage listing starts with a slight interaction diagram to show the order of the interactions and transitions in that area. All interactions are described briefly and then described based on the four classes in the last section. _ _ _ _ _ /_\ _ __| | _| |__ __ _ _ __ ___ /_\ ___ _ _| |_ _ _ __ ___ //_\\| '__| |/ / '_ \ / _` | '_ ` _ \ //_\\/ __| | | | | | | | '_ ` _ \ / _ \ | | <| | | | (_| | | | | | | / _ \__ \ |_| | | |_| | | | | | | \_/ \_/_| |_|\_\_| |_|\__,_|_| |_| |_| \_/ \_/___/\__, |_|\__,_|_| |_| |_| |___/ _______________________________________________________________________________ C E L L B L O C K ������������������������������������������������������������������������������� Interaction Positioning: Rack - Flower - TVs - Pipe - Level Transition o Rack Some characters can jump off the rack, some characters can grab an opponent and knock the opponent into the rack and some characters can pick up the rack and smash it against the ground. The rack will break after two hits from a character. ACROBAT - character will jump off the rack* GADGET - character will jump off the rack** POWER (FLYING) - character will knock opponent into the rack POWER (GROUND) - character will grab the rack and smash it to the ground * Press forward + interact to grab the opponent and toss them into the rack ** Press forward + interact to grab the opponent and toss them into the rack ** Press down + interact to place a bomb on the rack o Poisonous Flower Some characters can grab the top flower and throw it downward and some character can step on the bottom vine to make poison gas shoot out of the top flower. ACROBAT - character will stomp the ground vine GADGET - character will stomp the ground vine POWER (FLYING) - character will grab the flower and throw it (while jumping) POWER (GROUND) - character will grab the flower and throw it (while jumping) o TVs (overhead) Some characters will perform a diving kick off the TVs, some characters will place a bomb on the TVs and some characters will tear off the TVs and throw them downwards. ACROBAT - character will perform a dive kick off the TVs GADGET - character will place a bomb on the TVs POWER (FLYING) - character will tear off and throw the TVs POWER (GROUND) - character will tear off and throw the TVs o Pipe (overhead) Characters can jump and grab either side of the pipe to pull it down and make liquid nitrogen spew out to freeze their opponent. ACROBAT - character will tear down the pipe GADGET - character will tear down the pipe POWER (FLYING) - character will tear down the pipe POWER (GROUND) - character will tear down the pipe o Level Transition The character flies into the holding room and hits the wall then Scarecrow rushes toward the character and sprays the character with gas. The character hallucinates that a giant Scarecrow tears through the top of the room and hits them over the head with his fist and slams the character through the floor. The character falls and lands in the mess hall. _______________________________________________________________________________ M E S S H A L L ������������������������������������������������������������������������������� Interaction Positioning: Stove - Pig Carcass - Stone Faces - Chandelier - Level Transition o Stove Some characters can jump off the stove, some characters can grab an opponent and knock the opponent into the stove and some characters can pick up the stove and smash it against the ground. The stove will not break from a character hitting it. ACROBAT - character will jump off the stove* GADGET - character will jump off the stove** POWER (FLYING) - character will knock opponent into the stove POWER (GROUND) - character will grab the stove and smash it to the ground * Press forward + interact to grab the opponent and toss them into the stove ** Press forward + interact to grab the opponent and toss them into the stove ** Press down + interact to place a bomb on the stove o Pig Carcass Characters will grab the pig carcass and toss it forward so that it slides toward the opponent. The pig carcass will remain on the side that it slides toward but it can be tossed to the other side. ACROBAT - character will grab the pig carcass and slide it forward GADGET - character will grab the pig carcass and slide it forward POWER (FLYING) - character will grab the pig carcass and slide it forward POWER (GROUND) - character will grab the pig carcass and slide it forward o Stone Faces (overhead) Characters will grab the stone faces and toss them downwards. ACROBAT - character will grab the stone faces and throw them GADGET - character will grab the stone faces and throw them POWER (FLYING) - character will grab the stone faces and throw them POWER (GROUND) - character will grab the stone faces and throw them o Chandelier (overhead) Some character will grab the chandelier and swing off of it and some characters will tear off the chandelier and throw it downward. ACROBAT - character will swing on the chandelier GADGET - character will swing on the chandelier POWER (FLYING) - character will tear off the chandelier and throw it POWER (GROUND) - character will tear off the chandelier and throw it o Level Transition The character will bust through the door and then ram into Killer Croc from behind. Killer Croc will grab the character by the head then toss the character toward the Penguin. The Penguin will hit the character in the face with his umbrella then the character will stumble backward as Two-Face picks up a chair and bashes the character over the head with it. As the character staggers back toward the other side of the room, the Riddler will smack the character with his Kane and then Kill Croc will punch the character toward the door on the other side of the room. The character will bounce into the Cell Block. _ _ _ _ _ /_\ | |_ | | __ _ _ __ | |_ (_) ___ //_\\ | __|| | / _` || '_ \ | __|| |/ __| / _ \| |_ | || (_| || | | || |_ | |\__ \ \_/ \_/ \__||_| \__,_||_| |_| \__||_||___/ _______________________________________________________________________________ T H R O N E R O O M ������������������������������������������������������������������������������� Interaction Positioning: Water Tank - Sphere - Water Pipe - Throne - Stone Tablet - Water Tank o Water Tanks There are two water tanks on both ends of the Throne Room. Some character will turn the valve handles to let a burst of water out of the tank and some character will bust open the glass with their fist and flood the area in front of them. ACROBAT - character will turn the valve handle GADGET - character will turn the valve handle POWER (FLYING) - character will punch the glass and unleash the water POWER (GROUND) - character will punch the glass and unleash the water o Glass Sphere Characters can either leap off the sphere or pick up the sphere and toss the object at their opponent. Gadget characters can place a bomb on this object. ACROBAT - character will leap off the object GADGET - character will leap off the object (or bomb) POWER (FLYING) - character will ground throw the object POWER (GROUND) - character will air throw the object o Throne Characters can kick or punch an opponent into the throne in the center portion of the stage. They will perform a melee attack while standing next to the throne and pressing the interact button. This move can be added to a combo. ACROBAT - character will kick opponent toward the throne GADGET - character will kick opponent toward the throne POWER (FLYING) - character will kick opponent toward the throne POWER (GROUND) - character will kick opponent toward the throne o Water Pipe (overhead) Character can jump and grab onto the overhead pole and slide to the other side. Holding down on the button will make them slide on the pole longer. Only Acrobat and Gadget character can use this interaction. ACROBAT - character will grab and slide along the pole GADGET - character will grab and slide along the pole POWER (FLYING) - character will not interact POWER (GROUND) - character will not interact o Stone Tablet Characters can either leap off the tablet or pick up the tablet and toss the object at their opponent. Gadget characters can place a bomb on this object. ACROBAT - character will leap off the object GADGET - character will leap off the object (or bomb) POWER (FLYING) - character will ground throw the object POWER (GROUND) - character will air throw the object ___ _ / __\ __ _ | |_ ___ __ _ __ __ ___ /__\// / _` || __|/ __|/ _` |\ \ / // _ \ / \/ \| (_| || |_| (__| (_| | \ V /| __/ \_____/ \__,_| \__|\___|\__,_| \_/ \___| _______________________________________________________________________________ C R I M E L A B ������������������������������������������������������������������������������� Interaction Positioning: Bat Bombs - Batcomputer - Console - Level Transition o Bat Bombs After a certain amount of environmental damage has been done while on the left side of the Crime Lab, the left glass display with the batsuit inside will shatter open and drop out to Bat Bombs. They can be picked up with the interact button and thrown by tapping any attack button. If the opponent hits the character that holds the bombs, the character that holds the bombs will take damage. ACROBAT - character will toss a Bat Bomb forward GADGET - character will toss a Bat Bomb forward POWER (FLYING) - character will toss a Bat Bomb forward POWER (GROUND) - character will toss a Bat Bomb forward o Batcomputer Characters can kick or punch an opponent into the Batcomputer in the center portion of the stage. They will perform a melee attack while standing next to the Batcomputer and pressing the interact button. This move can be added to a combo. ACROBAT - character will kick opponent toward the Batcomputer GADGET - character will kick opponent toward the Batcomputer POWER (FLYING) - character will kick opponent toward the Batcomputer POWER (GROUND) - character will kick opponent toward the Batcomputer o Console Pressing the red button on the console on the right side of the stage will cause the Batmobile in the background to fire rockets forward and hit an opponent that stands in the way. ACROBAT - character will leap off the button while pressing it GADGET - character will leap off the button while pressing it POWER (FLYING) - character will press the button POWER (GROUND) - character will press the button o Level Transition The character will fly through the console monitors then smash into the cave wall behind it. After rolling and hitting a steel bar on the way down the character will hit a rock wall at the bottom then hit a railing and a steel girder then bounce off the Batboat and land on the bottom floor. _______________________________________________________________________________ L A G O O N ������������������������������������������������������������������������������� Interaction Positioning: Level Transition - Machine - Barrels o Level Transition The character is knocked into the elevator then their opponent rushes into the elevator after the character. The elevator closes and moves upwards to the top floor and the opponent dents in the walls of the elevator while hitting the character. The opponent is thrown against the glass on the side shortly before the elevator reaches the top and the opponent throws the character against the doors and into the top portion of the Batcave. o Machine (overhead) Some characters will perform a diving kick off the machine, some characters will place a bomb on the machine and some characters will tear off the machine and throws it downwards. The electric cables from the torn machine will damage a character that gets knocked up into them. ACROBAT - character will perform a dive kick off the machine GADGET - character will place a bomb on the machine POWER (FLYING) - character will tear off and throw the machine POWER (GROUND) - character will tear off and throw the machine o Barrels Characters can be knocked through the barrels on the right side of the room in order to extend the stage to the right a bit more. ACROBAT - character will knock opponent into barrels GADGET - character will knock opponent into barrels POWER (FLYING) - character will knock opponent into barrels POWER (GROUND) - character will knock opponent into barrels ___ _ _ _ __ _ / __\___ _ __ _ __ (_) ___ /_\ (_) _ __ ___ _ __ __ _ / _|| |_ / _\ / _ \| '__|| '__|| |/ __| //_\\ | || '__|/ __|| '__|/ _` || |_ | __| / / | __/| | | | | |\__ \ / _ \| || | | (__ | | | (_| || _|| |_ \/ \___||_| |_| |_||___/ \_/ \_/|_||_| \___||_| \__,_||_| \__| _______________________________________________________________________________ H A N G E R ������������������������������������������������������������������������������� Interaction Positioning: Jet Engine - Tool Chest - Missile - Storage Tanks - Rockets o Jet Engine (overhead) Some characters will grab the jet engine and hold onto it as it falls downward and some character will grab the jet engine and push it downwards. The jet engine will always be pulled back to the left portion of the screen by the cable it is attached to. ACROBAT - character will grab the jet engine fall forward with it GADGET - character will grab the jet engine fall forward with it POWER (FLYING) - character will grab the jet engine and push it forward POWER (GROUND) - character will grab the jet engine and push it forward o Tool Chest Characters will grab the tool chest and throw it toward their opponent ACROBAT - character will grab the chest and slide it forward GADGET - character will grab the chest and slide it forward POWER (FLYING) - character will grab the chest and throw it forward POWER (GROUND) - character will grab the chest and throw it forward o Missile (overhead) Some characters will perform a diving kick off the missile, some characters will place a bomb on the missile and some characters will grab the missile and throws it downwards. ACROBAT - character will perform a dive kick off the missile GADGET - character will place a bomb on the missile POWER (FLYING) - character will grab the missile and slam it into the ground POWER (GROUND) - character will grab the missile and slam it into the ground o Storage Tanks Characters can grab a tank and hit the opponent with it to knock them into the missile that hangs in the background portion of the stage. They will tank while standing next to one of the three near the right middle portion of the screen and pressing the interact button. ACROBAT - character will knock opponent toward the missile GADGET - character will knock opponent toward the missile POWER (FLYING) - character will knock opponent toward the missile POWER (GROUND) - character will knock opponent toward the missile o Rockets Some character will push the button on the console to fire a rocket forward and some character will pick up a rocket from the holder in the background then toss it toward forward. The rockets in the background will constantly be reloaded. ACROBAT - character will push the button to shoot a rocket GADGET - character will push the button to shoot a rocket POWER (FLYING) - character will grab a rocket then jump upwards and toss it POWER (GROUND) - character will grab a rocket then jump upwards and toss it ___ _ __ / __\___ _ __ | |_ _ __ ___ ___ ___ ___ / _| / _\ / _ \ | '__|| __|| '__|/ _ \/ __|/ __| / _ \ | |_ / / | (_) || | | |_ | | | __/\__ \\__ \ | (_) || _| \/ \___/ |_| \__||_| \___||___/|___/ \___/ |_| __ _ _ _ _ / _\ ___ | |(_)| |_ _ _ __| | ___ \ \ / _ \ | || || __|| | | | / _` | / _ \ _\ \| (_) || || || |_ | |_| || (_| || __/ \__/ \___/ |_||_| \__| \__,_| \__,_| \___| _______________________________________________________________________________ L A B O R A T O R Y ������������������������������������������������������������������������������� Interaction Positioning: Ship - Doomsday - Crystal - Teleporter - Level Transition o Ship Some characters can jump off the ship, some characters can grab an opponent and knock the opponent into the ship and some characters can pick up the ship and knock the opponent into the background with it. The ship will not break from a character hitting it. ACROBAT - character will jump off the ship* GADGET - character will jump off the ship** POWER (FLYING) - character will pick up the ship and slap opponent with it POWER (GROUND) - character will pick up the ship and slap opponent with it * Press forward + interact to grab the opponent and toss them into the stove ** Press forward + interact to grab the opponent and toss them into the stove ** Press down + interact to place a bomb on the stove o Doomsday Characters can kick or punch an opponent into the shackled Doomsday in the background on the left portion of the stage. They will perform a melee attack while standing next to the Doomsday and pressing the interact button. This move can be added to a combo. ACROBAT - character will kick opponent toward the Doomsday GADGET - character will kick opponent toward the Doomsday POWER (FLYING) - character will kick opponent toward the Doomsday POWER (GROUND) - character will kick opponent toward the Doomsday o Crystal (overhead) Characters will grab the crystal and toss it downwards. ACROBAT - character will grab the crystal and throw it GADGET - character will grab the crystal and throw it POWER (FLYING) - character will grab the crystal and throw it POWER (GROUND) - character will grab the crystal and throw it o Teleporter (during juggle) o Level Transition The character will break through the wall then hit many shards of ice along the ramp while sliding down to the bottom area. The character will break through a thin coating of ice then fall into the Managerie below. _______________________________________________________________________________ M A N A G E R I E ������������������������������������������������������������������������������� Interaction Positioning: Level Transition - Insect - Starfish - Portals o Crystallized Insect (overhead) Some characters will perform a diving kick off the crystal, some characters will place a bomb on the crystal and some characters will pick up the crystal and throw it downwards. ACROBAT - character will perform a dive kick off the crystal GADGET - character will place a bomb on the crystal POWER (FLYING) - character will throw the crystal POWER (GROUND) - character will throw the crystal o Starfish Characters can either leap off the starfish sphere or pick up the sphere and toss the object at their opponent. Gadget characters can place a bomb on this object. ACROBAT - character will leap off the object GADGET - character will leap off the object (or bomb) POWER (FLYING) - character will ground throw the object POWER (GROUND) - character will air throw the object o Portals Characters will dash through the background portal then move through the right portal and perform a special move. The attack will vary per character. The lights along the side of the portal doors must fully charge to be able to use them again. ACROBAT - character will dash through background portal and perform special move through right portal GADGET - character will dash through background portal and perform special move through right portal POWER (FLYING) - character will dash through background portal and perform special move through right portal POWER (GROUND) - character will dash through background portal and perform special move through right portal o Level Transition The character is knocked into the phantom zone via the crystal teleporter on the left side of the room. While falling into the phantom zone the character hits a crystal that frees a creature. The creature grabs the character and then bites the character on the right shoulder while carrying the character backwards. A crystal hits the creature and causes it to let go of the character. The character flies through a portal on the other side of the area and winds up back in the Laboratory. ___ _ _ ___ _ _ / _ \ ___ | |_ | |__ __ _ _ __ ___ / __\(_)| |_ _ _ / /_\// _ \ | __|| '_ \ / _` || '_ ` _ \ / / | || __|| | | | / /_\\| (_) || |_ | | | || (_| || | | | | | / /___ | || |_ | |_| | \____/ \___/ \__||_| |_| \__,_||_| |_| |_| \____/ |_| \__| \__, | |___/ _______________________________________________________________________________ R O O F T O P ������������������������������������������������������������������������������� Interaction Positioning: Bat Signal - Air Conditioner - Helicopter - Water Tower - Level Transition o Bat Signal Some characters can jump off the stove, some characters can grab an opponent and knock the opponent into the stove and some characters can pick up the stove and smash it against the ground. The stove will not break from a character hitting it. ACROBAT - character will jump off the bat signal* GADGET - character will jump off the bat signal** POWER (FLYING) - character will air throw the bat signal POWER (GROUND) - character will air throw the bat signal * Press forward + interact to grab the opponent and toss them into the bat signal ** Press forward + interact to grab the opponent and toss them into the bat signal ** Press down + interact to place a bomb on the bat signal o Air Conditioner Characters can either leap off the air conditioner or pick up the air conditioner and toss the object at their opponent. Gadget characters can place a bomb on this object. ACROBAT - character will leap off the object GADGET - character will leap off the object (or bomb) POWER (FLYING) - character will air throw the object POWER (GROUND) - character will air throw the object o Helicopter Characters can kick or punch an opponent into the helicopter in the background in the middle portion of the stage. They will perform a melee attack while standing next to the helicopter and pressing the interact button. This move can be added to a combo. ACROBAT - character will kick opponent toward the helicopter GADGET - character will kick opponent toward the helicopter POWER (FLYING) - character will kick opponent toward the helicopter POWER (GROUND) - character will kick opponent toward the helicopter o Water Tower Some character must be on the ground while near the water tower so they can break the one of the boards of that hold it up with their leg and make push the tower down and some character must jump and grab the top of the tower so that they can push the tower down. ACROBAT - character will kick bottom framework and push down tower GADGET - character will kick bottom framework and push down tower POWER (FLYING) - character will push down tower from above POWER (GROUND) - character will push down tower from above o Level Transition The character hits the building on the right side of the area shortly before a wrecking ball smashes the character further into the wall. The characters fall onto a railway below and a train hits the character. The train falls of its track and shoves the character through a sign and to the alley below. _______________________________________________________________________________ A L L E Y ������������������������������������������������������������������������������� Interaction Positioning: Level Transition - Dumpster - Fire Hydrant - Parking Signs o Ace Chemical Tanker Some character will pull the gas tank off the bottom of the tanker and throw it forward and some characters will punch the top of the tanker and make it spew forth a blast of chemicals toward the opponent. ACROBAT - character will grab the fuel tank and throw it GADGET - character will grab the fuel tank and throw it POWER (FLYING) - character will punch the tank and make it chemicals spew out POWER (GROUND) - character will punch the tank and make it chemicals spew out o Dumpster Characters will grab the dumpster and throw it toward their opponent. Power characters will destroy the dumpster and other characters will leave the dumpster in the area after they slide it forward. ACROBAT - character will grab the dumpster and slide it forward GADGET - character will grab the dumpster and slide it forward POWER (FLYING) - character will grab the dumpster and hit the ground with it POWER (GROUND) - character will grab the dumpster and hit the ground with it o Fire Hydrant Some characters will unscrew the faucet on the hydrant and make it spew forth water and some characters will pick up the hydrant and throw it forward. ACROBAT - character will unscrew the hydrant GADGET - character will unscrew the hydrant POWER (FLYING) - character will tear up the hydrant and throw it forward POWER (GROUND) - character will tear up the hydrant and throw it forward o Hotel Signs (overhead) Some characters will tear off the arrow sign and throw it downwards and some character will tear down the HOTEL sign and throw it downwards. All characters must jump to grab the sign. ACROBAT - character will tear down the arrow and throw it GADGET - character will tear down the arrow and throw it POWER (FLYING) - character will tear down the HOTEL sign and throw it POWER (GROUND) - character will tear down the HOTEL sign and throw it o Level Transition The character gets knocked into the Ace Chemicals tanker. The tanker explodes and sends the character flying toward a building. The character bounces off the stairs along the side of the building then hits the sign on another building and bounces off a stone statue then lands on the Rooftop. _ _ __ __ _ _ /\ /\ __ _ | || | ___ / _| \ \ _ _ ___ | |_ (_) ___ ___ / /_/ // _` || || | / _ \ | |_ \ \| | | |/ __|| __|| | / __|/ _ \ / __ /| (_| || || | | (_) || _| /\_/ /| |_| |\__ \| |_ | || (__| __/ \/ /_/ \__,_||_||_| \___/ |_| \___/ \__,_||___/ \__||_| \___|\___| _______________________________________________________________________________ P L A Z A ������������������������������������������������������������������������������� Interaction Positioning: Statue - Bust - Fountain - Security Robot - Level Transition o Statue Some characters will grab the staff off the statue and hit the ground with it and some characters will jump toward the statue and shove it down to the ground. ACROBAT - character will grab the spear and hit the ground with it GADGET - character will grab the spear and hit the ground with it POWER (FLYING) - character will push down the statue POWER (GROUND) - character will push down the statue o Bust Characters can either leap off the bust or pick up the bust and toss the object at their opponent. Gadget characters can place a bomb on this object. ACROBAT - character will leap off the object GADGET - character will leap off the object (or bomb) POWER (FLYING) - character will ground throw the object POWER (GROUND) - character will air throw the object o Patrol Robot Some character will hit the red button on the top of the patrol robot to make it move toward the opponent and explode and some character will pick up the robot and jump into the air then throw it downwards. These robots will keep reappearing on the stage. ACROBAT - character will hit the button on top of the robot GADGET - character will hit the button on top of the robot POWER (FLYING) - character will grab the robot and jump then toss it POWER (GROUND) - character will grab the robot and jump then toss it o Fountain Characters can kick or punch an opponent into the fountain in the background in the middle portion of the stage. They will perform a melee attack while standing next to the fountain and pressing the interact button. This move can be added to a combo. ACROBAT - character will kick opponent toward the fountain GADGET - character will kick opponent toward the fountain POWER (FLYING) - character will kick opponent toward the fountain POWER (GROUND) - character will kick opponent toward the fountain o Security Robot Some characters can jump off the robot, some characters can grab an opponent and knock the opponent into the robot. The robot will not be destroyed no matter what is done to it. ACROBAT - character will jump off the robot GADGET - character will jump off the robot* POWER (FLYING) - character will grab and knock opponent into the robot POWER (GROUND) - character will grab and knock opponent into the robot * Press down + interact to place a bomb on the robot o Level Transition The character gets knocked into the security robot on the right side of the screen then the robot grabs the character out of the air and throws the character toward Giganta and Atom Smasher in the background. Giganta grabs the character with her left hand and smacks Atom Smasher twice with that hand while holding the character then throws the character toward the roof of the Great Hall. The character breaks through the roof and falls into the hall. _______________________________________________________________________________ G R E A T H A L L ������������������������������������������������������������������������������� Interaction Positioning: Replica - Planet - Transport Ship - Teleporters - Level Transition o Watchtower Replica Characters can either leap off the Watchtower Replica or pick up the replica and smack the opponent into the background statue. Gadget characters can place a bomb on this object. ACROBAT - character will leap off the object GADGET - character will leap off the object (or bomb) POWER (FLYING) - character will smack the opponent into the statue POWER (GROUND) - character will smack the opponent into the statue o Planet Replica (overhead) Some characters will perform a diving kick off the planet, some characters will place a bomb on the planet and some characters will pick up the planet and throw it downwards. ACROBAT - character will perform a dive kick off the crystal GADGET - character will place a bomb on the crystal POWER (FLYING) - character will throw the crystal POWER (GROUND) - character will throw the crystal o Transport Ship (overhead) Some characters can grab the bottom of the shuttle and ride it to the left or right - the shuttle will stay on the side that it rides over to. Hold the interact button to keep hanging onto the shuttle. Some character will grab the shuttle out of the air and throw it downward. ACROBAT - character will hang onto the shuttle GADGET - character will hang onto the shuttle POWER (FLYING) - character will throw the shuttle downwards POWER (GROUND) - character will throw the shuttle downwards o Teleporters All characters will step into the teleporter on the right side of the stage and teleport to the other teleporter further to the left. ACROBAT - character will teleport to the other teleporter GADGET - character will teleport to the other teleporter POWER (FLYING) - character will teleport to the other teleporter POWER (GROUND) - character will teleport to the other teleporter o Level Transition The character shatters the glass and gets knocked into the portal behind the glass case. The character falls inside of Darkseid's inner sanctum in Apokolips. Darkseid leaps off his throne punches the character then uppercut the character and grabs the character then performs a swing and tosses the character back through the portal. Before the portal closes Darkseid shoots the character with his Omega Beam from his eyes. The character gets hit by the Omega Beam while falling out of the portal and into the Plaza. _____ \_ \ _ __ ___ _ _ _ __ __ _ ___ _ __ ___ _ _ / /\/| '_ \ / __|| | | || '__|/ _` | / _ \| '_ \ / __|| | | | /\/ /_ | | | |\__ \| |_| || | | (_| || __/| | | || (__ | |_| | \____/ |_| |_||___/ \__,_||_| \__, | \___||_| |_| \___| \__, | |___/ |___/ _______________________________________________________________________________ C O M M A N D C E N T E R ������������������������������������������������������������������������������� Interaction Positioning: Level Transition - Pipe - Monitors - Turbine o Pipe (overhead) Characters can jump and grab either side of the pipe to pull it down and make hot steam spew out to damage their opponent. ACROBAT - character will tear down the pipe GADGET - character will tear down the pipe POWER (FLYING) - character will tear down the pipe POWER (GROUND) - character will tear down the pipe o Monitors (overhead) Some characters will perform a diving kick off the monitors, some characters will place a bomb on the monitors and some characters will tear off the monitors and throw them downwards. ACROBAT - character will perform a dive kick off the monitors GADGET - character will place a bomb on the monitors POWER (FLYING) - character will tear off and throw the monitors POWER (GROUND) - character will tear off and throw the monitors o Turbine All characters are able to charge an attack while standing next to the turbine while it has purple electricity moving out of it. This is the only stage interaction attack that can be blocked but a player can charge the attack by holding down on the interaction button in order to make the attack take off more and be unblockable. It must reach full charge to become unblockable. ACROBAT - character will charge an attack GADGET - character will charge an attack POWER (FLYING) - character will charge an attack POWER (GROUND) - character will charge an attack o Level Transition The character gets knocked through the wall and lands in a tunnel. When the character stands up, a driller just so happens to be coming toward the character and then it grinds the character while carrying the character to the lab. The driller bust through the wall of the lab then the character falls to the ground. _______________________________________________________________________________ L U T H O R' S L A B ������������������������������������������������������������������������������� Interaction Positioning: Level Transition - Suit of Armor - Laser - Lights - Console o Mechanized Suit of Armor Characters can either leap off the suit of armor or pick up the suit and toss the object at their opponent. Gadget characters can place a bomb on this object. ACROBAT - character will leap off the object GADGET - character will leap off the object (or bomb) POWER (FLYING) - character will ground throw the object POWER (GROUND) - character will ground throw the object o Laser (overhead) All characters grab the overhead laser then aim it down toward the left side of the stage and fire it. ACROBAT - character will grab the laser then fire it to the left GADGET - character will grab the laser then fire it to the left POWER (FLYING) - character will grab the laser then fire it to the left POWER (GROUND) - character will grab the laser then fire it to the left o Lights (overhead) Characters will tear down a ceiling light and toss it downwards. ACROBAT - character will grab the lights and throw them GADGET - character will grab the lights and throw them POWER (FLYING) - character will grab the lights and throw them POWER (GROUND) - character will grab the lights and throw them o Console Some characters will hit the green button to make the device in the back shoot a set of green lasers and some characters will rip up the device and jump then throw it downward. ACROBAT - character will jump on the green button then hop away GADGET - character will jump on the green button then hop away POWER (FLYING) - character will tear up the device then jump and throw it POWER (GROUND) - character will tear up the device then jump and throw it o Level Transition The characters smashes into a vent then falls out the other side and lands on a conveyor belt. The character is smashed twice by two compacters then flipped over to the side by the conveyor belt. While flying back, the character is knocked through a sets of armor by a mechanical hand and into a vent then the character crashes back inside the Command Center. __ _ _ _ _ \ \ ___ | | __ ___ _ __ /_/___ /_\ ___ _ _ | | _ _ _ __ ___ \ \ / _ \ | |/ // _ \| '__| / __| //_\\ / __|| | | || || | | || '_ ` _ \ /\_/ /| (_) || <| __/| | \__ \ / _ \\__ \| |_| || || |_| || | | | | | \___/ \___/ |_|\_\\___||_| |___/ \_/ \_/|___/ \__, ||_| \__,_||_| |_| |_| |___/ _______________________________________________________________________________ C E L L B L O C K ������������������������������������������������������������������������������� Interaction Positioning: Rack - Flower - TVs - Pipe - Level Transition o Rack Some characters can jump off the rack, some characters can grab an opponent and knock the opponent into the rack and some characters can pick up the rack and smash it against the ground. The rack will break after two hits from a character. ACROBAT - character will jump off the rack* GADGET - character will jump off the rack** POWER (FLYING) - character will knock opponent into the rack POWER (GROUND) - character will grab the rack and smash it to the ground * Press forward + interact to grab the opponent and toss them into the rack ** Press forward + interact to grab the opponent and toss them into the rack ** Press down + interact to place a bomb on the rack o Poisonous Flower Some characters can grab the top flower and throw it downward and some character can step on the bottom vine to make poison gas shoot out of the top flower. ACROBAT - character will stomp the ground vine GADGET - character will stomp the ground vine POWER (FLYING) - character will grab the flower and throw it (while jumping) POWER (GROUND) - character will grab the flower and throw it (while jumping) o TVs (overhead) Some characters will perform a diving kick off the TVs, some characters will place a bomb on the TVs and some characters will tear off the TVs and throw them downwards. ACROBAT - character will perform a dive kick off the TVs GADGET - character will place a bomb on the TVs POWER (FLYING) - character will tear off and throw the TVs POWER (GROUND) - character will tear off and throw the TVs o Pipe (overhead) Characters can jump and grab either side of the pipe to pull it down and make liquid nitrogen spew out to freeze their opponent. ACROBAT - character will tear down the pipe GADGET - character will tear down the pipe POWER (FLYING) - character will tear down the pipe POWER (GROUND) - character will tear down the pipe o Level Transition The character flies into the holding room and hits the wall then Scarecrow rushes toward the character and sprays the character with gas. The character hallucinates that a giant Scarecrow tears through the top of the room and hits them over the head with his fist and slams the character through the floor. The character falls and lands in the mess hall. _______________________________________________________________________________ M E S S H A L L ������������������������������������������������������������������������������� Interaction Positioning: Stove - Pig Carcass - Stone Faces - Chandelier - Level Transition o Stove Some characters can jump off the stove, some characters can grab an opponent and knock the opponent into the stove and some characters can pick up the stove and smash it against the ground. The stove will not break from a character hitting it. ACROBAT - character will jump off the stove* GADGET - character will jump off the stove** POWER (FLYING) - character will knock opponent into the stove POWER (GROUND) - character will grab the stove and smash it to the ground * Press forward + interact to grab the opponent and toss them into the stove ** Press forward + interact to grab the opponent and toss them into the stove ** Press down + interact to place a bomb on the stove o Pig Carcass Characters will grab the pig carcass and toss it forward so that it slides toward the opponent. The pig carcass will remain on the side that it slides toward but it can be tossed to the other side. ACROBAT - character will grab the pig carcass and slide it forward GADGET - character will grab the pig carcass and slide it forward POWER (FLYING) - character will grab the pig carcass and slide it forward POWER (GROUND) - character will grab the pig carcass and slide it forward o Stone Faces (overhead) Characters will grab the stone faces and toss them downwards. ACROBAT - character will grab the stone faces and throw them GADGET - character will grab the stone faces and throw them POWER (FLYING) - character will grab the stone faces and throw them POWER (GROUND) - character will grab the stone faces and throw them o Chandelier (overhead) Some characters will grab the chandelier and swing off of it and some characters will tear off the chandelier and throw it downward. ACROBAT - character will swing on the chandelier GADGET - character will swing on the chandelier POWER (FLYING) - character will tear off the chandelier and throw it POWER (GROUND) - character will tear off the chandelier and throw it o Level Transition The character will bust through the door and then ram into Killer Croc from behind. Killer Croc will grab the character by the head then toss the character toward the Penguin. The Penguin will hit the character in the face with his umbrella then the character will stumble backward as Two-Face picks up a chair and bashes the character over the head with it. As the character staggers back toward the other side of the room, the Riddler will smack the character with his Kane and then Kill Croc will punch the character toward the door on the other side of the room. The character will bounce into the Cell Block. _ _ _ /\/\ ___ | |_ _ __ ___ _ __ ___ | |(_) ___ / \ / _ \| __|| '__|/ _ \ | '_ \ / _ \ | || |/ __| / /\/\ \| __/| |_ | | | (_) || |_) || (_) || || |\__ \ \/ \/ \___| \__||_| \___/ | .__/ \___/ |_||_||___/ |_| _______________________________________________________________________________ S T R E E T ������������������������������������������������������������������������������� Interaction Positioning: Car - Security Truck - Hover Car - Level Transition o Car Some characters can jump off the car, some characters can grab an opponent and knock the opponent into the car and some characters can pick up the car and smash it against the ground. The car will not break from a character hitting it or strapping a bomb to it. ACROBAT - character will jump off the car* GADGET - character will jump off the car** POWER (FLYING) - character will knock opponent into the car POWER (GROUND) - character will grab the car and smash it to the ground * Press forward + interact to grab the opponent and toss them into the car ** Press forward + interact to grab the opponent and toss them into the car ** Press down + interact to place a bomb on the car o Security Truck The security truck is a unique interaction that can only be used when juggling an opponent. Knock an opponent into the air while standing next to the security truck and the red light on the gun at the top of it will glow red - it blinks while on the ground. While an opponent is in the air after a knock up, press the interact button to make the gun fire and juggle the opponent. This works the same for all characters. ACROBAT - security truck will open fire on launched opponent GADGET - security truck will open fire on launched opponent POWER (FLYING) - security truck will open fire on launched opponent POWER (GROUND) - security truck will open fire on launched opponent o Hover Car (overhead) Some characters will perform a diving kick off the hover car, some characters will place a bomb on the hover car and some characters will grab the hover car and throw it downwards. ACROBAT - character will perform a dive kick off the hover car GADGET - character will place a bomb on the hover car POWER (FLYING) - character will throw the hover car POWER (GROUND) - character will throw the hover car o Level Transition The character will get knocked toward a building and crash through several levels of the building's floors before finally crashing through the other side. The character will land on the Rooftop area. _______________________________________________________________________________ R O O F T O P S ������������������������������������������������������������������������������� Interaction Positioning: Power Conduit - Level Transition o Power Conduit Characters can either leap off the power conduit or rip up the cable behind it and strike forward with the electric cable. Gadget characters can place a bomb on this object. ACROBAT - character will leap off the object GADGET - character will leap off the object (or bomb) POWER (FLYING) - character will ground throw the object POWER (GROUND) - character will ground throw the object o Security Bots (overhead) A Security Bot will hover into the area and hover overhead or hover in place at times. Power characters will naturally grab the bot and throw it downwards. The bot can be grabbed and its gun can be fired by an acrobat or gadget character - the type of ammo depends on the colored stripes that are on the bot. Grey = machine gun Purple = electricity Red = fire ACROBAT - character will fire the gun on the bot GADGET - character will fire the gun on the bot POWER (FLYING) - character will grab and throw the bot POWER (GROUND) - character will grab and throw the bot o Level Transition The character will crash into a sign piece on the right side of the roof then bounce into a security bot then crash through the rooftop. After falling through several floors, the character will fall into the museum and hit an exhibit then bounce to the floor. _______________________________________________________________________________ M U S E U M ������������������������������������������������������������������������������� Interaction Positioning: Level Transition - RPG & Canister - Helicopter/Rotor - Car - Display Case o RPG and Gas Canister After enough damage to the environment has been done by fighting on the left side of the museum, the display case with the RPG and Gas Canister inside will break and both weapons will fall to the floor. ACROBAT - character will GADGET - character will POWER (FLYING) - character will POWER (GROUND) - character will o Helicopter/Tail Rotor (overhead) Some characters will tear off the tail rotor of the helicopter and toss it downwards and some characters will grab the entire back end of the helicopter and throw it downwards. ACROBAT - character will tear off and throw the tail rotor GADGET - character will tear off and throw the tail rotor POWER (FLYING) - character will throw the back end of the helicopter POWER (GROUND) - character will throw the back end of the helicopter o Hanging Car (overhead) Some characters will perform a diving kick off the hanging car, some characters will place a bomb on the car and some characters will grab the car and throw it downwards. ACROBAT - character will perform a dive kick off the hover car GADGET - character will place a bomb on the hover car POWER (FLYING) - character will throw the hover car POWER (GROUND) - character will throw the hover car o Display Case Characters can be knocked through the display case on the right side of the room in order to extend the stage to the right a bit more. ACROBAT - character will knock opponent into the display case GADGET - character will knock opponent into the display case POWER (FLYING) - character will knock opponent into the display case POWER (GROUND) - character will knock opponent into the display case o Level Transition The character will get knocked through the left side of the building then crash into the building next door and a few pipes before crashing out the other end of the building. The character's face will plow into the car on the Street outside. __ _ _ _ _____ _ _ / _\ |_ _ __ _ _| | _____ _ __ /_/___ \_ \___| | __ _ _ __ __| | \ \| __| '__| | | | |/ / _ \ '__| / __| / /\/ __| |/ _` | '_ \ / _` | _\ \ |_| | | |_| | < __/ | \__ \ /\/ /_ \__ \ | (_| | | | | (_| | \__/\__|_| \__, |_|\_\___|_| |___/ \____/ |___/_|\__,_|_| |_|\__,_| |___/ _______________________________________________________________________________ C E L L B L O C K ������������������������������������������������������������������������������� Interaction Positioning: Level Transition - Guard - Turret - Metallo - Cryo Pod o Robotic Guard Some characters can jump off the guard, some characters can grab an opponent and knock the opponent into the guard and some characters can pick up the guard and smash it against the ground. The car will not break from a character hitting it or strapping a bomb to it. ACROBAT - character will jump off the guard* GADGET - character will jump off the guard** POWER (FLYING) - character will knock opponent into the guard POWER (GROUND) - character will grab the guard and smash it to the ground * Press forward + interact to grab the opponent and toss them into the guard ** Press forward + interact to grab the opponent and toss them into the guard ** Press down + interact to place a bomb on the guard o Turret (overhead) Some characters grab the overhead laser then aim it down toward the left side of the stage and fire it and some characters grab the laser and throw it downward. It can only be fired and thrown to the right. ACROBAT - character will grab the laser then fire it to the right GADGET - character will grab the laser then fire it to the right POWER (FLYING) - character will grab the laser head then throw it POWER (GROUND) - character will grab the laser head then throw it o Metallo (middle cyborg) Characters can either leap off Metallo or pick up Metallo and toss him at their opponent. Gadget characters can place a bomb on Metallo. ACROBAT - character will leap off Metallo GADGET - character will leap off Metallo (or bomb) POWER (FLYING) - character will throw Metallo POWER (GROUND) - character will throw the object o Cryo Pod Some characters can jump off the cryo pod, some characters can grab an opponent and knock the opponent into the cryo pod and some characters can pick up the cryo and smash it against the ground. The car will not break from a character hitting it or strapping a bomb to it, but only ONE bomb may be placed on it. ACROBAT - character will jump off the cryo pod* GADGET - character will jump off the cryo pod** POWER (FLYING) - character will throw the cryo pod to the ground POWER (GROUND) - character will throw the cryo pod to the ground * Press forward + interact to grab the opponent and toss them into the pod ** Press forward + interact to grab the opponent and toss them into the pod ** Press down + interact to place a bomb on the pod o Level Transition The character crashes through the wall on the left then hits an outside helicopter. The character lands inside the helicopter and causes the helicopter pilot to make the helicopter go out of control and hit a building then fall to the ground. The helicopter will crash and the character will fall out onto the Yard. _______________________________________________________________________________ Y A R D ������������������������������������������������������������������������������� Interaction Positioning: Weights - Gorilla Grod - Explosive Tanks - Generator - Level Transition o Weights Characters can either leap off the side of the weight or pick up the entire weight and slam it to the ground. Gadget characters can place a bomb on this object. ACROBAT - character will leap off the object GADGET - character will leap off the object (or bomb) POWER (FLYING) - character will smash the object to the ground POWER (GROUND) - character will smash the object to the ground o Gorilla Grod Characters can kick or punch an opponent into Gorilla Grod in the background in the middle portion of the stage. They will perform a melee attack while standing next to Gorilla Grod and pressing the interact button. This move can be added to a combo. ACROBAT - character will kick opponent toward Gorilla Grod GADGET - character will kick opponent toward Gorilla Grod POWER (FLYING) - character will kick opponent toward Gorilla Grod POWER (GROUND) - character will kick opponent toward Gorilla Grod o Explosive Tanks Character will either ground throw or air throw an explosive canister toward the opponent. ACROBAT - character will ground throw a canister GADGET - character will ground throw a canister POWER (FLYING) - character will air throw a canister POWER (GROUND) - character will air throw a canister o Generator Some characters can jump off the generator, some characters can grab an opponent and knock the opponent into the generator and some characters can pick up the generator and smash it against the ground. The generator will not break from a character hitting it. ACROBAT - character will jump off the generator* GADGET - character will jump off the generator** POWER (FLYING) - character will knock opponent into the generator POWER (GROUND) - character will grab the generator and smash it to the ground * Press forward + interact to grab the opponent and toss them into the generator ** Press forward + interact to grab the opponent and toss them into the generator ** Press down + interact to place a bomb on the generator o Level Transition The character will crash through the wall of the right building then hit a gas tank and cause it to explode then sent a character through an air duct in the ceiling. The character will crash into two cryo pods on the way out of the air duct then fall to the Cell Block shortly before the second cryo pod lands on the character. _____ _ _ /__ \| |__ ___ _ __ ___ _ _ ___ ___ (_) _ __ __ _ / /\/| '_ \ / _ \| '_ ` _ \ | | | |/ __| / __|| || '__|/ _` | / / | | | || __/| | | | | || |_| |\__ \| (__ | || | | (_| | \/ |_| |_| \___||_| |_| |_| \__, ||___/ \___||_||_| \__,_| |___/ _______________________________________________________________________________ T E M P L E ������������������������������������������������������������������������������� Interaction Positioning: Level Transition - Brazier - Chain & Lion Heads - Statues - Tree o Brazier Some characters will grab some hot coal from the brazier then leap off of it and throw the coal at their opponent and some characters will grab the brazier and throw it forward. ACROBAT - character will jump off the brazier and throw coal GADGET - character will jump off the brazier and throw coal POWER (FLYING) - character will grab the brazier and throw it forward POWER (GROUND) - character will grab the brazier and throw it forward o Chains and Lion Heads (ground and overhead) Some characters will pull the chain next to the central pillars to make the nearby lion head spew flames below it and to the side of it and some characters will tear off the lion head from the pillar and throw it downwards. Power characters must jump to grab a lion head. ACROBAT - character will pull the chain GADGET - character will pull the chain POWER (FLYING) - character will tear off and throw the lion head POWER (GROUND) - character will tear off and throw the lion head o Central Statues Characters can kick or punch an opponent into the statues in the background in the middle portion of the stage. They will perform a melee attack while standing next to statues and pressing the interact button. This move can be added to a combo. ACROBAT - character will kick opponent toward the statues GADGET - character will kick opponent toward the statues POWER (FLYING) - character will kick opponent toward the statues POWER (GROUND) - character will kick opponent toward the statues o Tree Some characters can grab their opponent and toss them into the tree, some will uproot the tree and smash it on the ground. The tree will not break from a character hitting it or strapping a bomb to it. ACROBAT - character will grab opponent and toss them into tree* GADGET - character will grab opponent and toss them into tree* ** POWER (FLYING) - character will uproot the tree then hit the ground with it POWER (GROUND) - character uproot the tree then hit the ground with it * Jump and press interact near the top of the tree to leap off the top of it ** Press down + interact while jumping to place a bomb on the top of the tree o Level Transition The character flies over the brazier and hits a statue then tumbles down the stairs to the right of the statue and hits a brazier on the way down then flips over the side of a ledge. The character hits several trees on the way down to the Port and the statue piece that fell down with the character falls on the character. _______________________________________________________________________________ P O R T ������������������������������������������������������������������������������� Interaction Positioning: Cannon - Rope & Barrels - Stacked Barrels - Level Transition o Cannon Some characters will fire the cannon forward and some characters will pick up the canon and jump then throw it downward. ACROBAT - character will fire the cannon forward GADGET - character will fire the cannon forward POWER (FLYING) - character will grab the cannon then jump and throw it POWER (GROUND) - character will grab the cannon then jump and throw it o Rope and Barrels (ground and overhead) Acrobat and Gadget characters can cut the rope to make the net with barrels fall. Power characters can grab the net of barrels out of the air and throw them downwards and Acrobat and Gadget characters can leap off the net with barrels in it. ACROBAT - character will cut the rope/swing off the barrel net (air) GADGET - character will cut the rope/swing off the barrel net (air) POWER (FLYING) - character will grab the barrel net and throw it downward POWER (GROUND) - character will grab the barrel net and throw it downward o Stacked Barrels Some characters can grab a barrel and roll it forward and some characters can pick up a barrel and throw it forward. All five barrels can be used. ACROBAT - character will roll a barrel GADGET - character will roll a barrel POWER (FLYING) - character will pick up and throw a barrel POWER (GROUND) - character will pick up and throw a barrel o Level Transition The character will smash against a building then land on a catapult. An Amazon will cut the rope on the catapult and send the character flying through an Amazonian statue and its lantern. The character will fall through the rooftop of the temple then land on the ground near the statue. __ __ _ _ _ / / /\ \ \ __ _ | |_ ___ | |__ | |_ ___ __ __ ___ _ __ \ \/ \/ // _` || __|/ __|| '_ \ | __|/ _ \\ \ /\ / // _ \| '__| \ /\ /| (_| || |_| (__ | | | || |_| (_) |\ V V /| __/| | \/ \/ \__,_| \__|\___||_| |_| \__|\___/ \_/\_/ \___||_| _______________________________________________________________________________ B R I D G E ������������������������������������������������������������������������������� Interaction Positioning: Level Transition - Controls - Center Console - Moon - Computer Terminal o Shuttercraft Controls Pressing the red switch on the control panel on the left side of the stage will cause the shuttercraft in the background to take off and burn an opponent that stands in the way. ACROBAT - character will leap off the button while pressing it GADGET - character will leap off the button while pressing it POWER (FLYING) - character will press the button POWER (GROUND) - character will press the button o Flying Robots (overhead) Flying Robots will hover out from the right side of the stage and fly to the left side. These can be grabbed by jumping and pressing the interact button. ACROBAT - character will toss the robot GADGET - character will toss the robot POWER (FLYING) - character will toss the robot POWER (GROUND) - character will toss the robot o Center Console Characters can kick or punch an opponent into the console in the center portion of the stage. They will perform a melee attack while standing next to the console and pressing the interact button. This move can be added to a combo. ACROBAT - character will kick opponent toward the console GADGET - character will kick opponent toward the console POWER (FLYING) - character will kick opponent toward the console POWER (GROUND) - character will kick opponent toward the console o Moon Characters can either leap off the Moon exhibit or pick up the moon and toss the object at their opponent. Gadget characters can place a bomb on this object. ACROBAT - character will leap off the object GADGET - character will leap off the object (or bomb) POWER (FLYING) - character will ground throw the object POWER (GROUND) - character will air throw the object o Computer Terminal Characters can leap off the console or grab their opponent and toss them into the console. Gadget characters can place a bomb on this object. ACROBAT - character will leap off the object GADGET - character will leap off the object (or bomb) POWER (FLYING) - character will grab opponent and fly then toss opponent POWER (GROUND) - character will grab opponent then toss opponent o Level Transition (left side of stage) The character that is knocked down will fly through several shuttles and fall down a gap and land on a fan then one of the shuttles from earlier will fall on the character nose first. The character will land on the glowing sphere in the bottom form and burn then be tossed out toward the walkway. _______________________________________________________________________________ R E A C T O R ������������������������������������������������������������������������������� Interaction Positioning: Valve - Center Console - Laser - Level Transition o Exhaust Valve Characters can either pull the lever to the side to make flames shoot out of the valve or they can pick up the valve and smash it on the ground. ACROBAT - character will pull the lever GADGET - character will pull the lever POWER (FLYING) - character will grab the valve and smash it on the ground POWER (GROUND) - character will grab the valve and smash it on the ground o Flying Robots (overhead) Flying Robots will hover out from the right side of the stage and fly to the left side. These can be grabbed by jumping and pressing the interact button. ACROBAT - character will toss the robot GADGET - character will toss the robot POWER (FLYING) - character will toss the robot POWER (GROUND) - character will toss the robot o Center Console Characters can kick or punch an opponent into the console in the center portion of the stage. They will perform a melee attack while standing next to the console and pressing the interact button. This move can be added to a combo. ACROBAT - character will kick opponent toward the console GADGET - character will kick opponent toward the console POWER (FLYING) - character will kick opponent toward the console POWER (GROUND) - character will kick opponent toward the console o Laser Characters can grab the laser and rotate it so that it shoots forward or tear off the laser head and toss it forward. ACROBAT - character will rotate the laser toward opponent GADGET - character will rotate the laser toward opponent POWER (FLYING) - character will tear off the laser head and throw it forward POWER (GROUND) - character will tear off the laser head and throw it forward o Level Transition The character will bust through the wall and gets sucked out into space then hit a satellite. A ship will crash into the character then plunge into the Bridge wall and knock the Bridge floor. __ __ / / /\ \ \ __ _ _ _ _ __ ___ /\/\ __ _ _ __ ___ _ __ \ \/ \/ // _` || | | || '_ \ / _ \ / \ / _` || '_ \ / _ \ | '__| \ /\ /| (_| || |_| || | | || __/ / /\/\ \| (_| || | | || (_) || | \/ \/ \__,_| \__, ||_| |_| \___| \/ \/ \__,_||_| |_| \___/ |_| |___/ _______________________________________________________________________________ E N T R A N C E ������������������������������������������������������������������������������� Interaction Positioning: Car - Fountain - Motorcycle - Gargoyle & Pillar - Level Transition o Car Some characters can jump off the car, some characters can grab an opponent and knock the opponent into the car and some characters can pick up the car and smash it against the ground. The car will not break from a character hitting it or strapping a bomb to it. ACROBAT - character will jump off the car* GADGET - character will jump off the car** POWER (FLYING) - character will knock opponent into the car POWER (GROUND) - character will grab the car and smash it to the ground * Press forward + interact to grab the opponent and toss them into the car ** Press forward + interact to grab the opponent and toss them into the car ** Press down + interact to place a bomb on the car o Fountain Characters can kick or punch an opponent into the fountain in the background in the middle portion of the stage. They will perform a melee attack while standing next to the fountain and pressing the interact button. This move can be added to a combo. ACROBAT - character will kick opponent toward the fountain GADGET - character will kick opponent toward the fountain POWER (FLYING) - character will kick opponent toward the fountain POWER (GROUND) - character will kick opponent toward the fountain o Motorcycle Some characters will grab the motorcycle and ride it toward the opponent and some characters will grab the motorcycle and jump into the air then throw it downward. ACROBAT - character will grab the motorcycle and ride it* GADGET - character will grab the motorcycle and ride it* POWER (FLYING) - character will grab the motorcycle and jump then throw it POWER (GROUND) - character will grab the motorcycle and jump then throw it * The interact button can be held down to delay the charge forward with the motorcycle. o Stone Gargoyle and Pillar (overhead) Some character can jump off the pillar below the gargoyle and some characters can jump and grab the gargoyle then throw it downwards. ACROBAT - character will jump off the pillar below the gargoyle GADGET - character will jump off the pillar below the gargoyle POWER (FLYING) - character will grab the stone gargoyle and throw it POWER (GROUND) - character will grab the stone gargoyle and throw it o Level Transition The character will crash through the wall of the mansion then plow through a floor and then the roof then slide along the shingles and hit a tower at the top of the roof then fall through a rooftop and land in the Great Room. _______________________________________________________________________________ G R E A T R O O M ������������������������������������������������������������������������������� Interaction Positioning: Level Transition - Armor - Chair - Chandelier - Table - Piano - S. Armor o Suit of Armor Some characters can jump off the suit of armor, some characters can grab an opponent and knock the opponent into the armor and some characters can pick up the armor and smash it against the ground. The armor will not break from a character hitting it. ACROBAT - character will jump off the armor* GADGET - character will jump off the armor** POWER (FLYING) - character will grab the armor and smash it to the ground POWER (GROUND) - character will grab the armor and smash it to the ground * Press forward + interact to grab the opponent and toss them into the armor ** Press forward + interact to grab the opponent and toss them into the armor ** Press down + interact to place a bomb on the armor o Chair All characters will grab the legs of the chair then toss the chair forward. ACROBAT - character will grab the legs of the chair then toss it forward GADGET - character will grab the legs of the chair then toss it forward POWER (FLYING) - character will grab the legs of the chair then toss it forward POWER (GROUND) - character will grab the legs of the chair then toss it forward o Chandelier (overhead) Some characters will grab the chandelier and swing off of it and some characters will tear off the chandelier and throw it downward. ACROBAT - character will swing on the chandelier GADGET - character will swing on the chandelier POWER (FLYING) - character will tear off the chandelier and throw it POWER (GROUND) - character will tear off the chandelier and throw it o Table Characters can kick or punch an opponent into the table in the background in the middle portion of the stage. They will perform a melee attack while standing next to the table and pressing the interact button. This move can be added to a combo. ACROBAT - character will kick opponent toward the table GADGET - character will kick opponent toward the table POWER (FLYING) - character will kick opponent toward the table POWER (GROUND) - character will kick opponent toward the table o Piano All characters will grab the piano and slide/throw it forward. ACROBAT - character will grab the piano and slide it forward GADGET - character will grab the piano and slide it forward POWER (FLYING) - character will grab the piano and jump then throw it forward POWER (GROUND) - character will grab the piano and jump then throw it forward o Samurai Armor Some characters can jump off the samurai armor, some characters can grab an opponent and knock the opponent into the armor and some characters can pick up the armor and smash it against the ground. The armor will not break from a character hitting it. ACROBAT - character will jump off the armor* GADGET - character will jump off the armor** POWER (FLYING) - character will grab the armor and smash it to the ground POWER (GROUND) - character will grab the armor and smash it to the ground * Press forward + interact to grab the opponent and toss them into the armor ** Press forward + interact to grab the opponent and toss them into the armor ** Press down + interact to place a bomb on the armor o Level Transition The character will fly through the wall then hit several bookcases and fly out the balcony on the other side of the library then hit a column and crash through the window of a room then slide along the floor tile and through the wall at the other end then fall out into the Entrance yard. =============================================================================== _______ [SE00] | _____| | |_____ |_____ | _____| | |_______| S E C R E T S =============================================================================== __ /__\ /_\ //__ _________________________ \__/ X T R A C O S T U M E S \________________________________________________ ------------------------------------------------------------------------------- [SE01] All costumes that are unlocked through your WBID account (iOS costumes) require that you sign in through Settings -> WBID from the Options menu on the main menu. Once you are signed in, they might not unlock instantly, but they will unlock after the WBID synchs with your online account. Any WBID that has the costumes unlocked can be used with any Xbox gamertag or PSN profile. So, if you have a friend that has the outfits unlocked already on his profile, you can sign in with his WBID on your console and unlock the outfits shortly afterwards. _______ AQUAMAN ������� ------------------------------------------------------------------------------- _ |_| Regime Aquaman - Unlocked through one armory key in the Archives _ |_| Flashpoint Aquaman - Obtained by purchasing the Flash Point skin pack or season pass ------------------------------------------------------------------------------- ____ ARES ���� ------------------------------------------------------------------------------- _ |_| Regime Ares - Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- ____ BANE ���� ------------------------------------------------------------------------------- _ |_| Regime Bane � Unlocked through one armory key in the Archives _ |_| Knight Fall Bane � Obtained after downloading and rating the iOS version of Injustice ------------------------------------------------------------------------------- ______ BATMAN ������ ------------------------------------------------------------------------------- _ |_| 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 NOTE: An alternate way to unlock the Batman Beyond skin WITHOUT the need of the iOS version of Injustice is to perform ALL three transitions on the Metropolis stage while playing online. This can be done in any sort of online match, even a private online match. Perform all three stage transitions in one match and this will be unlocked on your console. It unlocks a Batman card automatically on the iOS version, which automatically unlocks him on your game! Naturally, you need to win that online match to unlock the costume. Be sure to be logged in with your WBID before doing this though (Settings -> WBID). ------------------------------------------------------------------------------- __________ BLACK ADAM ���������� ------------------------------------------------------------------------------- _ |_| Regime Black Adam � Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- ________ CATWOMAN �������� ------------------------------------------------------------------------------- _ |_| Regime Catwoman � Unlocked through one armory key in the Archives _ |_| Arkham City Catwoman � Obtained by pre-ordering Injustice from Wal-mart ------------------------------------------------------------------------------- ______ CYBORG ������ ------------------------------------------------------------------------------- _ |_| Regime Cyborg � Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- ___________ DEATHSTROKE ����������� ------------------------------------------------------------------------------- _ |_| Insurgency Deathstroke � Unlocked through one armory key in the Archives _ |_| Flashpoint Deathstroke � Obtained by purchasing the Flash Point skin pack or season pass ------------------------------------------------------------------------------- ________ DOOMSDAY �������� ------------------------------------------------------------------------------- _ |_| Regime Doomsday � Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- _________ THE FLASH ��������� ------------------------------------------------------------------------------- _ |_| 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 ����������� ------------------------------------------------------------------------------- _ |_| 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 ������������� ------------------------------------------------------------------------------- _ |_| 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 ������������ ------------------------------------------------------------------------------- _ |_| 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 �������� ------------------------------------------------------------------------------- _ |_| Regime Hawkgirl � Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- _________ THE JOKER ��������� ------------------------------------------------------------------------------- _ |_| Insurgency Joker � Unlocked through one armory key in the Archives _ |_| Arkham City Joker � Obtained by pre-ordering Injustice from Walmart ------------------------------------------------------------------------------- ____________ KILLER FROST ������������ ------------------------------------------------------------------------------- _ |_| Regime Killer Frost � Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- __________ LEX LUTHOR ���������� ------------------------------------------------------------------------------- _ |_| Insurgency Lex Luthor � Unlocked through one armory key in the Archives _ |_| Kryptonite Lex Luthor � Unlocked by completing S.T.A.R. Lab missions ------------------------------------------------------------------------------- _________ NIGHTWING ��������� ------------------------------------------------------------------------------- _ |_| Regime Nightwing � Unlocked through one armory key in the Archives _ |_| New 52 Nightwing � Obtained by reaching Level 30 ------------------------------------------------------------------------------- _____ RAVEN ����� ------------------------------------------------------------------------------- _ |_| Regime Raven � Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- ______ SHAZAM ������ ------------------------------------------------------------------------------- _ |_| Regime Shazam � Unlocked through one armory key in the Archives _ |_| New 52 Shazam � Unlocked by completing all Star Lab Missions for Shazam ------------------------------------------------------------------------------- ________ SINESTRO �������� ------------------------------------------------------------------------------- _ |_| Regime Sinestro � Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- ______________ SOLOMON GRUNDY �������������� ------------------------------------------------------------------------------- _ |_| 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 �������� ------------------------------------------------------------------------------- _ |_| 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 ������������ ------------------------------------------------------------------------------- _ |_| 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 \________________________________ ------------------------------------------------------------------------------- _ [SE02] |_| 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 =============================================================================== ____ [SL01] - - - - - - - - - / __/__ __ ___ ___ ____ __ _ ___ _ ___ - - - - - - - - - _\ \ / // // _ \/ -_)/ __// ' \/ _ `// _ \ - - - - - - - - /___/ \_,_// .__/\__//_/ /_/_/_/\_,_//_//_/ - - - - - - - - - /_/ M I S S I O N S ------------------------------------------------------------------------------- MISSION 001 - Getting Started ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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. ___ __ [SL02] - - - - - - - - - - - / _ ) ___ _ / /_ __ _ ___ _ ___ - - - - - - - - - - - - / _ |/ _ `// __// ' \/ _ `// _ \ - - - - - - - - - - /____/ \_,_/ \__//_/_/_/\_,_//_//_/ - - - - - - - - - - - - M I S S I O N S ------------------------------------------------------------------------------- MISSION 011 - Sparring Practice ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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. _____ __ [SL03] - - - - - - - - / ___/___ _ / /_ _ __ ___ __ _ ___ _ ___ - - - - - - - - / /__ / _ `// __/| |/|/ // _ \ / ' \/ _ `// _ \ - - - - - - - \___/ \_,_/ \__/ |__,__/ \___//_/_/_/\_,_//_//_/ - - - - - - - - M I S S I O N S ------------------------------------------------------------------------------- MISSION 021 - Cat Burglar ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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? ������������������������������������������������������������������������������� 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 ������������������������������������������������������������������������������� 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. ______ __ ____ __ __ [SL04] - - - - - - - - - /_ __// / ___ / __// /___ _ ___ / / - - - - - - - - - - / / / _ \/ -_) / _/ / // _ `/(_-< / _ \ - - - - - - - - - /_/ /_//_/\__/ /_/ /_/ \_,_//___//_//_/ - - - - - - - - - - M I S S I O N S ------------------------------------------------------------------------------- MISSION 031 - Sparks ������������������������������������������������������������������������������� You must act quickly to stop Lex, but he's sent Deathstroke to slow you down. Attack him with the moves listed above to get by him, and back to your mission! * Work on your skills (mission completion) * Complete without missing a move * Lang a 6 Hit Juggle Combo Flash's first mission is training mission as usual. Hit Deathstroke with all the commands that appear in order to finish this mission. For the third objective, hit Deathstroke with the following combo when it asks you to perform Flash's super move. d + M, Meter Burn Lightning Kick (d, f, L [MB]), Meter Burn Lightning Kick What you are doing is knocking Deathstroke into the air with a ducking M attack then juggling him twice with a Meter Burn Lightning Kick. Be sure to perform it when the super move command appears since flash will have infinite super meter then. For the second objective, hit Deatstroke with all commands without missing him or performing another move. For your convenience, here is a list of all commands. The final two are Running Man Stance into Flash's attacks from that stance. 01) L, L, M 09) d, f, H 02) L, L, H 10) f + M, L, H 03) b, f, M 11) H, M 04) d, b, H 12) d, d, M 05) L, M, H 13) d, d, M, f + L 06) M, L 14) d, d, M, f + Y 07) b + M, M, f + H 15) d, d, M, f + H 08) d, f, L 16) FS + MB (super move) ------------------------------------------------------------------------------- MISSION 032 - The Scarlet Speedster ������������������������������������������������������������������������������� Grundy is destroying Metropolis to distract Flash. Save humans by pressing Interact near them before they get crushed by falling debris. * Defeat Grundy (mission completion) * Get 10 citizens to safety * Land an 8 Hit Combo Flash and Grundy must fight out on the streets of metropolis during this mission. Flash must defeat Grundy and save civilians that will run by in the background during this mission. To save a civilian, mash the Interact button while a civilian is in the back portion of the street. The civilians will always race out from the side of the screen and a piece of debris will hit them shortly. Flash only has five chances to miss civilians. Only four can perish so be sure save as many as possibly. The main annoying part with this mission is Grundy's super armor grab and multi-grabs. Basically, any grab is bad since it will keep Flash from saving civilians, so you must try to kill off Grundy fast. One REALLY cheap part of this mission is that civilians can die right as the round starts and in-between knockouts when the second health bar is about to appear. DO NOT press the H button to start the mission until a civilian is killed by a piece of debris if one runs out to the street from the start - he WILL count as a kill if the mission starts as he dies. Also, make sure to wait for a civilian to appear on the screen and then save that civilian BEFORE knocking out Grundy for the first time. If you choose to do a super move, save a civilian before starting it so as not to lose a civilian during the super moves sequence. So long as a civilian is not on the screen during a sequence of YOURS, one will not appear. If Grundy grabs Flash with his super grab however, get ready for some deaths! Be sure to use Flash's character power to slow down time to help out during this battle. Any of Flash's combos can work well, but combos that knock Grundy down to the ground quickly like H, M work the best. The shorter the combo, the better. Lightning Charge (b, f, M) helps for quick attacks and Flying Uppercut (d, b, H) helps to juggle Grundy after jumping H attacks. Spam the Interact button whenever a civilian appears on the screen to grab the civilian and get that person to safety. The civilian grab can help out since Flash is invincible to an attack while rushing into the background. A civilian will always get hit by a pice of debris shortly after passing by Flash, so DON'T let one go off-screen once Flash has passed near that civilian or the civilian might die off-screen. The second objective requires a player to save a total of 10 civilians during the mission. This might mean that you'll need to extend out the battle some. It's really best just to play the mission like normal then keep saving civilians toward the end until the "Challenge Complete" appears for saving 10. The 8-hit combo is very easy - throw Grundy with Flash to perform a 10-hit combo and get credit for an 8-hit combo. ------------------------------------------------------------------------------- MISSION 033 - Slow Down ������������������������������������������������������������������������������� Another Roadblock! With only minutes until the bomb detonates, Grundy and Doomsday stand in your way. Use your Character Power to help defeat them. * Defeat all villains (mission completion) * Win without using Character Power * Win with a Super Move This mission is an endurance match between Solomon Grundy and Doomsday on a building rooftop in Metropolis. The objective is pretty straightforward - simply beat them both. Both opponents have two life bars so this fight can be hard if the AI opponent suddenly gets hard randomly. Grundy is not too bad outside of his super armor grab. He can be pinned down with combos and easily defeated since he doesn't block much. Doomsday is the main problem. Doomsday will often perform his character power and he will often perform anti-air moves to keep Flash from jumping into him. It's really best just to stay away from Doomsday when he performs his character power since he can't be knocked down then. Like with Grundy in the last battle, Lightning Charge (b, f, M) helps for quick attacks and Flying Uppercut (d, b, H) helps to juggle both opponents after jumping H attacks. Both opponents have upward grabs, so jumping into the them isn't always the best, but it seems like Doomsday uses his more often. The bonus objective are pretty straightforward but they make the battle harder. Don't perform your character power to slow down your opponents and finish Doomsday off with a super move for the final hit. The third objective for finishing off Doomsday with a super move is actually the hardest since you have to conserve super meter for his final hit. Watch out about the Clashes. Both Grundy and Doomsday will Clash when they get on their second bar of life. It's best not to wager super meter with Doomsday if you are going for a super move finish on him, obviously. Don't go for both bonus objectives at the same time to avoid frustration since going for both limits Flash too much. ------------------------------------------------------------------------------- MISSION 034 - Race Around the World ������������������������������������������������������������������������������� Race Superman around the globe to be the first to find info on Lex. Tap any button to fill the boost meter. When full press Meter Burn (MB) to boost. * Get there first (mission completion) * Win by 50 laps * Use only 1 boost This mission is played like a "Test Your Might" minigame from Mortal Kombat 1, only more annoying. The earth will appear and two bright lights with light patterns racing across it will appear. The red light is Flash (you) and the purple light is Superman. You have to race across the earth a total of 200 times to beat Superman. The thumbstick and directional pad are useless during this mission. In order to speed up, you need to tap all the face buttons and meter burn button (A, X, Y, B, RT on Xbox and X, Square, Triangle Circle and R1 on PS3). It's best to just tap the face buttons and not worry about the Meter Burn button when tapping them. Once the meter on the side of the screen fills all the way, tap the Meter Burn button to gain a speed boost. While in speed boost, tap the face buttons some more to increase your speed dramatically. The bonus objectives for this mission are the hard parts overall. The second objective and the third objective require you to RAKE your finger across the buttons to win. Place your right index fingers near the face buttons then rake your finger across them VERY quickly to build speed. Keep raking your finger across the buttons and press the RT button when needed to beat Superman. Beat him by 50 laps one run and then beat him while only using 1 speed boost the next run. It's very hard to fit both into the save run. NOTE: Be careful about hurting your finger since the button raking IS NOT comfortable. For me... it makes my finger hurt like HELL afterwards. But, it works... ------------------------------------------------------------------------------- MISSION 035 - Pressure Chamber ������������������������������������������������������������������������������� The Catwoman has info on Luthor, but Doomsday is depressurizing the station! Flash must activate the switch on the left to close the airlock at the right time. * Defeat Doomsday (mission completion) * Don't lose any air * Use no Super Meter The station will get darker as it depressurizes during this mission. When the area turns all the way dark, air will be leaking from the station and Flash will start to lose health. When the area gets all the way dark, move over to the far left side of the screen and use the interact button to hit the red button to close the airlock. Flash will have to do this throughout the fight. The fight with Doomsday is a basic fight otherwise. Neither character can use a super move during this mission, so use your meter burn special moves instead. The third objective wants you to win without using any of your super move, which isn't all that hard. Don't perform any meter burn attacks and don't wager any super during a clash. The second objective is the hardest by far - it's luck-based in some regards. You can't let the station go dark for too long without pressing the button for the air lock. If Flash starts to lose health, the objective is failed. The worst part about this is that the station can go dark in between knocked downs and, worst of all, during a sudden Clash that Doomsday might trigger. The Clash is so random so DON'T do ANY type of combination attacks on Doomsday when he is low in life on his second bar of health. Hit him with all single attacks. Stick with H air hits and H sweeps. The best way to achieve the third objective is to stay near the button the majority of the time. Doomsday can be a little ass while trying to get to the button at times. He can activate his character power and make it to where he cannot be knocked down. He can also grab Flash right before you press the button. NEVER EVER jump at him or he will grab Flash out of the air most of the time. Standing near him and sweeping him with H can get you quite a few hits at times since he doesn't block them the majority of the time. ------------------------------------------------------------------------------- MISSION 036 - When It Rains ������������������������������������������������������������������������������� Lex has sent Black Adam to place detonators at Wayne Manor. Defeat your enemy while avoiding falling debris from Watchtower. * Defeat Black Adam (mission completion) * Win with 30 or more seconds remaining * Win after getting First Hit Other than the falling pieces of debris from the Watchtower, this match outside of Wayne Manor is pretty straightforward. Black Adam is the same difficulty as all the rest of the opponents up until now so he doesn't block that much. The falling pieces of debris aren't that much of a problem since they are easy to see coming and don't take off a great deal of damage - Black Adam can get hit by the debris pieces as well. The second and third objectives are very easy to get. The second objective is actually hard not to get if you defeat Black Adam - just defeat him with at least 30 seconds remaining. The third objective requires that Flash get the first attack and then win afterwards. If you don't get the first attack then pause the game and select "Retry" until Flash scores the first hit of the match. ------------------------------------------------------------------------------- MISSION 037 - Grundy Smash ������������������������������������������������������������������������������� Grundy is trying to stop Flash from disarming Lex's bombs. Avoid the rocks by using your Character Power to slow down time. * Reach Grundy (mission completion) * Avoid 15 rocks * Don't duck any rocks This mission is a platforming mission much like the Batman mission where he had to dodge pies and chattering teeth. Thankfully, the ground objects are very easy to see this time. Grundy will rolls rocks on the ground toward Flash and toss them at an arc toward him. As usual, the arced rocks are the hardest to avoid. The first and third objective can be gotten quite easily by jumping over the first rock and constantly moving ahead. Flash can use his character power to slow down the rocks. The character power helps out a lot for the second objective. The second objective requires a player to avoid a total of 15 rocks (whether hopping over them or walking under them), so you'll have to delay the mission somewhat in order to perform the second objective. It shouldn't be as hard as the Batman pie and teeth mission, but it does take a bit of dedication. ------------------------------------------------------------------------------- MISSION 038 - Nicked ������������������������������������������������������������������������������� Only Catwoman stands between you and Lex Luthor! Flash will regain his Character Power when the timer hits zero - use it to even the odds. * Defeat Catwoman (mission completion) * Win without using your Character Power * Use your Character Power 4 times Catwoman has a damage upgrade and speed upgrade for this battle, so she will be harder than normal. Flash's character power cannot be used until after 10 seconds into the battle from the start. After that time, it will charge instantly the first time then charge normally after that. The character power is good to use for slowing Catwoman down. She can literally make mincemeat out of a player in no time on this mission. Her super move actually takes over 50% if it hits Flash. When the CPU takes that sudden fit of rage with Catwoman it can REALLY pile on the damage for this mission. The Lightning Charge (b, f, M) can help for knocking her down on the ground for a while to allow Flash to escape. The second and third objective both counteract each other, so you don't achieve both of them in one battle. Winning without using your character power is actually the easiest one to perform. Winning by using your character power 4 times means that you'll have to battle with Catwoman longer than normal - literally jump away from her at times so your character power charges. She is so fast and will keep up with Flash so much that you kind of have to run or risk getting slaughtered very quickly. ------------------------------------------------------------------------------- MISSION 039 - Locked On ������������������������������������������������������������������������������� Stop Luthor from completing his evil plan. Eliminate Lex while avoiding the targeted laser strikes. * Defeat Lex (mission completion) * Survive 8 seconds without being hit * Win a Clash This mission isn't really that bad partially because of the targeted laser strikes! It's so easy to get Lex to stand in the path of them. A target will follow Flash around the area and eventually fire out a satellite later at him. It is so easy to lead it toward Lex and have it hit him though. The laser strikes take off quite a bit of damage, so try to avoid them and try to get Lex hit by them. If you both stand near the laser, the laser will hit both characters - hey, at least it hits Lex too! Use the Lightning Charge (b, f, M) often to avoid the laser and just to hit Lex. Lex can easily catch you off guard with his forward ram, so be careful when next to him. If you stay on top of him with H, M combo, he will go down quickly. It's very easy to survive for 8 seconds without getting hit for the second objective for the most part. The laser can help with that. It can knock Lex down for a while. The Lightning Charge can help out for knocking him down so you won't get hit as well. Winning a Clash for the third objective can sometimes be hard simply because its hard to get Lex to start one at times and he isn't aggressive enough to allow Flash to start one. Just save your super meter and keep waiting for a Clash. If you know you'll lose the Clash, don't bet any super meter and allow him to waste his then try to Clash him afterwards. The Clash objective is kind of random to get because of the laser and Lex's overall easy difficulty. ------------------------------------------------------------------------------- MISSION 040 - Go Boom! ������������������������������������������������������������������������������� Luthor is trying to slow you down by using experimental shield technology. When Luthor's shield activates damage will be reflected back at the attacker. * Defeat Lex (mission completion) * Land a 4 Hit Juggle Combo * Win without using Character Power For this mission, Lex will activate his character power shield and ANY damage that is done to him will be reflected back on Flash. Long story short, when he has up his shield, haul ass away from him and DO NOT hit him. Once he has his shield activate, the main timer will count down at the top of the screen to show how much time you have left before it deactivates - as the round progresses the time gets shorter, so Lex is actually easier at times goes by. Flash's character power can help to slow Lex down to where Flash can hit him, but watch out for that shield! The worst part about this mission is that he can create his shield WHILE YOU COMBO HIM! Oh, that can lead to such BS at times... All of sudden, you will be beating the living crap out of him then... it's all reflected back on Flash! Combo H, M works so great for this mission. You can literally hit him with a jumping H then perform the combo to juggle him to the ground. Lightning Charge (b, f, M) works great once again for when you need a quick hit. Landing a 4-hit juggle combo on him is pretty easy. Simply perform a Meter Burn Lightning Kick (d, f, L [MB]) then perform another while he is flying back to juggle him with that one. You can also knock him up with f + H or b + H then perform a Meter Burn Lightning Kick. Winning without using character power for the third objective - it's pretty straightforward and not too hard once you get used to fighting Lex with his new reflection shield. ____ __ [SL05] - - - - - - - - - - - - / __// / ___ _ ___ ___ _ __ _ - - - - - - - - - - - - _\ \ / _ \/ _ `//_ // _ `// ' \ - - - - - - - - - - - /___//_//_/\_,_/ /__/\_,_//_/_/_/ - - - - - - - - - - - - M I S S I O N S ------------------------------------------------------------------------------- MISSION 041 - Strength of Hercules ������������������������������������������������������������������������������� Show Batman each of your moves at the top of the screen before starting the search for Black Adam. * Before proficient with the powers of SHAZAM (mission completion) * Land a 6 Hit Juggle Combo * Execute a Combo greater than 40% As usual, the first mission with Shazam will be a training mission where you'll need to perform all the moves that the game lists out for you to do, so get to work following the on-screen commands. The second objective can be done easily by dashing against Batman until he is near a wall then uppercut him with d + M to launch him then juggle him with L, L, M followed by another L, L, M combo before he hits the ground. It's easy once you see the timing. The third objective can be accomplished through the following combo: f + H, L, L (to juggle opponent), super move (FS + MB) The full sequence is an 8-hit combo that does 41% of damage. The first attack bounces the opponent, move forward and juggle with the two L hits then perform the super to further juggle the opponent. Do this combo when the command for Shazam's super move appears since Shazam will have infinite super meter at that time. ------------------------------------------------------------------------------- MISSION 042 - Power of Zeus ������������������������������������������������������������������������������� Black Adam cut all power to Ferris, which will meltdown unless restored. Shazam can restore power by standing near the generators until fully charged. * Keep all 3 generators powered up (mission completion) * Win without using Character Power * Connect 3 Meter Burn Special Moves and win Shazam's opponent is Bane for this challenge. This mission is not a true fight but Shazam must survive until the main task is accomplished. He must stand in front of each of the three generators that are in the background of the hangar in order to power each one with electricity. While standing near each generator, Shazam's electricity will power it - a meter will appear to show the power it has received. Once a generator reaches full power move away from it and move toward the next generator. If Shazam moves away from a generator before it fully charged, it will quickly start to lose its current charge, so try to stay near one at all times. You'll need to block Bane's attack and keep him away from Shazma as best you can. One of the best ways to deal with Bane's aggression is to hit him with Shazam's Atlas Torpedo (b, f, M). The torpedo will allow Shazam to move quickly and allow him to get through Bane easily for the most part. Even if Bane grabs Shazam near a generator, Shazam may still be able to charge it during the grab. Shazam cannot damage Bane, so he can't be defeated before charging the generators. The second objective is quite easy to get - just don't use Shazam's character power, which is not even needed anyway! For the third objective, the hardest part is building super meter. MAKE SURE you get the first hit on Bane to get an instant bar of super meter. Other than that, use interactable objects for quick hits and hit Bane with Shazam's combos to build meter. Constant Atlas Torpedos are another good way to build meter. It's best to perform Shazam's Meter Burn Atlas Torpedo since it's so easy to Bane with that move - he rarely blocks it. Hit him with Meter Burn Atlas Torpedo three times to get the third objective easily. ------------------------------------------------------------------------------- MISSION 043 - Cloudy Day ������������������������������������������������������������������������������� Black Adam took out a contract on your life. Defeat Deathstroke while avoid the lightning strikes, which will turn Shazam back into Billy Batson. * Defeat Deathstroke (mission completion) * Execute a Combo greater than 30% * Win without filling your Super Meter to full Shazam must fight Deathstroke for this battle and he must avoid lightning strikes while doing so. Lightning strikes will instantly turn Shazam back to Billy and end the mission. The ground will spark right before a lightning bolt hits so be sure to move away from the spark to keep from getting hit. Both Shazam and Deathstroke only have one bar of health for this battle, so it's very repeatable thankfully. This battle can be quite annoying since Deathstroke loves to keep Shazam at a distance with his guns. If you don't watch it, Deathstroke can knock Shazam into a lighting bolt as it strikes and automatically end the mission. There is no real safe way to beat Deathstroke but hitting him with Bolt of Zeus (d, b, M) from a distance and surprising him with a quick Atlas Torpedo (b, f, M) will often hit him. Both of the bonus objectives sort of work against each other if you want to get them both the easy way. The best way to get the second objective is to perform Shazam's super move and hit Deathstroke with it. MAKE SURE you get the first hit to build meter then fight Deathstroke normally. A great way to build super meter is to allow Deathstroke to hit Shazam with his guns - this builds meter quick! Activating Shazam's character power and hitting him with a jumping H followed by a L, L, M combo will give you a 35% combo, but Deathstroke can be hard to hit with the jumping H the majority of the time. The third objective is easy to get so long as you use constant meter burn special moves. It's actually easy to get a full super bar on accident with how much super meter that Shazam gets from being hit by Deathstroke's guns, so be sure to keep a watch on it and perform Meter Burn Bolt of Zeus and Atlas Torpedo often to keep from getting a full super meter. ------------------------------------------------------------------------------- MISSION 044 - Blood Bank ������������������������������������������������������������������������������� Shazam and Lex have been infected with vampiric poison that regens health with each hit. Shazam is also bleeding out! * Win the battle (mission completion) * Win a Clash * Land a Level Transition Both Shazam and Lex have a vampiric poison that will cause them to regenerate health per hit. They are both losing blood which takes health from each of them slowly as well. Other than those gimmick effects, this is basically a normal fight. As usual, Atlas Torpedo (b, f, M) and Bolt of Zeus (d, b, M) help out for hitting Lex. Activate Shazam's character power to make his punches take some heavy damage. The following combos help out a lot as well: o b + M, H o L, L, M o b + L, M, H (<- this helps out well after character power activation) To get the second objective, it's best to save all of your super and see if Lex will perform a Clash while on his second health gauge. Just like before, wager super meter only if yours is greater than his. If his super meter is greater or equal then allow Lex to win then trigger a Clash of your own to automatically win after he wastes his super meter. The hardest part about getting a Clash is when you have to start one - Lex is on such an easy difficulty, he will often NOT attack when you actually want him to. The irony is that he can be aggressive when fighting him normally. With the third objective, the level transition for the top portion of the stage (Watchtower) is on the far left side of the stage, so get Lex to face the left edge of the arena with his back then hit him with a b + H attack to knock him below. If Lex knocks Shazam below, the level transition for the bottom portion is on the right side of the arena. Watch out about the stage interaction when trying to transition - one of the worst parts about trying to transition with Shazam is that his b + H attack has very little range. ------------------------------------------------------------------------------- MISSION 045 - Can't See Me ������������������������������������������������������������������������������� Lex has brainwashed Cyborg and sent him after Shazam. Defeat a cloaked Cyborg and return to your search. * Defeat Cyborg (mission completion) * Survive 8 seconds without being hit * Never reach max Super Meter Other than Cyborg being completely invisible while fighting him, this is basically a normal fight. Yeah, it's a very random battle! Having a character that can play keep-away rather well turn invisible can make for some annoying battles with him. It's best to stick with only special moves for this battle. Use Atlas Torpedo (b, f, M) to try to hit him when he is in mid or close range and use Bolt of Zeus (d, b, M) to hit him when he is at a distance. Don't use combos on him - since you can't see Cyborg, combos and the majority of close range attacks are pretty useless for this battle. A super move is also useless unless you like to gamble on what Cyborg is doing before you unleash that super move. It's best to hit him with the special moves I mentioned and Meter Burn them when possible. The second objective is the hardest objective to fulfill for this battle since Cyborg needs to be pinned down in order to get it basically. It's best to get at distance and knock him down with a Meter Burn Bolt of Zeus then keep knocking him down. Meter Burn Atlas Torpedo takes a good bit of time, but pinning Cyborg down with projectiles is what helps the most. The third objective is easy to get so long as you keep spamming Meter Burn special moves. The main way to accidentally fail the third objective is to get hit too much to where it fills the super meter too quickly, so use Meter Burn special moves very shortly after Shazam's super meter charges slightly to keep it from fully charging! ------------------------------------------------------------------------------- MISSION 046 - Wisdom of Solomon ������������������������������������������������������������������������������� Lex is assisting Black Adam in obtaining an ancient Egyptian artifact. Complete the list of moves on the right side of the screen before time runs out. * Complete the listed moves (mission completion) * Complete the list in order * Win with 20 or more seconds remaining This mission is just like the Catwoman mission where she had to perform a full set of commands and then beat Nightwing. Shazam is up against Lex Luthor once again for this mission. Beat him in a normal match and hit him with the following moves BEFORE finishing him off to accomplish the main objective. Required Command List: o Bolt of Zeus (b, d, M) o Bolt of Zeus MB (b, d, M, MB) o Atlas Torpedo (b, f, M) o Achilles' Clutch (d, b, L) o Herculean Might (d, b, f, L) o Defeat Lex Bolt of Zeus's Meter Burn will require a block of super meter, so try to get the first hit to get a block of super for this. To hit Lex with Achille's Clutch, hit him with a f + M, M, H combo then perform the Achille's Clutch very quickly before he falls to the ground to grab him out of the air. Lex can also be hit with a f + H attack and then a player can grab him with Achille's Clutch as he falls (do it when he is near the ground). Herculean Might has an annoying command sequence, but you should be able to catch Lex with it eventually. Bolt of Zeus and Atlas Torpedo help out a lot in beating Lex. The second objective is easy so long as you follow the command listed above an perform them in order. The third objective should be no problem if you beat Lex - the match starts with 90 seconds so you have plenty of time! ------------------------------------------------------------------------------- MISSION 047 - Antarctic ������������������������������������������������������������������������������� Catwoman is locked in Arkham, but is protecting Black Adam's location. Penguin will attack the closest fighter to him with his umbrella. * Defeat Catwoman (mission completion) * Don't get put to sleep * Get put to sleep 3 times Penguin stands in the middle of the corridor during this mission. The closest person near him will get put to sleep after he laughs. That character will be open to attack at that time. Shazam must fight Catwoman for this mission. Penguin's sleep helps out quite a bit and its easy to dodge - simply keep Catwoman on the side of the screen closest to Penguin and he will constantly put her to sleep so that you can get free hits on her! The second objective is actually pretty easy so long as you keep Catwoman on one side of the screen at all times to where Penguin keeps putting her to sleep. It's far better to keep her at a distance with Bolt of Zeus (d, b, M) the majority of the time and Meter Burn that move every now and then. Don't even use the super move. Don't use Atlas Torpedo - you don't want on the side closest to Penguin. The third objective is actually harder - Shazam must get put to sleep at least three times in order to fulfill it. While going for the third objective use Atlas Torpedo to get past Catwoman and get closer to Penguin. Stay near Penguin and allow him to put Shazam to sleep until "Objective Complete" appears then defeat Catwoman by having Penguin put her to sleep. ------------------------------------------------------------------------------- MISSION 048 - Mercury's Speed ������������������������������������������������������������������������������� Reports are coming of Black Adam attacking Gotham! No time to waste. Soar through the air while smashing through the rocks. Use Left Stick to fly. * Reach the max distance (mission completion) * Destroy 30 normal rocks * Destroy 70 normal rocks Shazam will take to the skies during this side-scrolling mission. Use the left thumbstick to control him while he flies. Your main objective is to reach the main destination while avoiding flaming rocks. Shazam can only be hit by four flaming rocks and still make it. Hit five flaming rocks and the mission is a failure. Several normal rocks will fly toward Shazam, but he can bust them apart by flying against them with any portion of his body. The meter at the bottom of the screen shows how close Shazam is to the end of this flying stage - it will fill as he gets closer. The second and third objectives are not too hard so long as you keep your eye on Shazam's location and watch out for burning rocks. It's much easier to dodge the flaming rocks at the start, to try as much as possible to avoid them all while hitting the normal rocks. If you can get through about 75% of the flying stage without hitting any flaming rocks or only one then go all out toward the end and take changes to flying close to flaming rocks to hit the normal rocks and rack up on normal rock destruction. The amount of rocks that need to be hit for the third objective is quite generous overall - it could be much worse. ------------------------------------------------------------------------------- MISSION 049 - S H A Z A M ������������������������������������������������������������������������������� You have finally caught up to Black Adam. Perform the higher damaging combo to receive one letter of SHAZAM. First to spell out SHAZAM wins. * Spell SHAZAM first (mission completion) * Use an Interactive Object * Use no Super Meter For this mission, both Shazam and Black Adam must perform combos that are greater than or equal to the amount shown on the command that appears on the side of the screen. A message that says "Execute an XX% combo" will appear during each turn and each character must perform that combo within 10 seconds. The percentages per combo will be random. The combos don't appear to go over 35%. Combos that can help you get certain percentages easily are listed below. (CP = Character Power) o L, L - 5% o L, L, M - 11% o Jumping S, (on ground) L, L, M - 21% o (activate CP) L, L, M - 23% o (activate CP) Jumping S, (on ground) L, L, M - 35% The second objective requires Shazam to use a stage interactable objects, so just back up and grab the trash dumpster with the interact button when you have time. It doesn't matter if it hits Black Adam or not in order to get the objective. For the third objective, just use no super meter. With the combos I have provided, you can finish this mission easily without using super meter. ------------------------------------------------------------------------------- MISSION 050 - Air Battle ������������������������������������������������������������������������������� Black Adam has taken to the air! Blast him with everything you got. Controls: Left Stick = controls flight MB = shoots Right Stick or hold FS + Left Stick = controls fire direction * Defeat Black Adam (mission completion) * Win with 10% health or less remaining * Destroy all Interactables Shazam must fly and fire electric projectiles at Black Adam while dodging Black Adam's green projectiles for this mission. Each character starts with one full health bar. Shoot Black Adam enough to drain his health bar to win. The controls for this mission are listed above and they take a bit of getting used to. Be sure to use your pad for this mission and not a joystick - a joystick makes this mission very annoying. It's best to stand still on the upper or lower part of the screen (away from Black Adam) then fly upwards or downwards depending on the way that Black Adam's projectiles fly toward Shazam. Pay attention to where the green projectiles come from then shoot in that direction to hit Black Adam - damage him while he is off-screen for an easy battle. The worst part of the battle is toward the end when Black Adam starts to fire more rapidly and rush toward Shazam more often. Once you get used to the mission it's not too bad though. The second objective requires a player to win with only 10% health remaining, so get Black Adam down to where one more hit will finish him off then allow him to hit Shazam until you only have a little bit (around 10%) of health remaining then quickly finish off Black Adam to end the fight. Interactables: o Green Dumpster (left side) o Blue Neon Sign (right side) o Blue Neon Arrow (right side) o Fire Hydrant (right side) All of interactables up above must be destroyed to accomplish the third objective. Shazam (the player) must destroy the objects with his projectiles in order to get credit for destroying them. Shazam cannot fly into them to destroy them and Black Adam cannot destroy them or the objective is failed. Destroy all the objects listed above and if "Objective Complete" doesn't appear then pause the game and restart then try to destroy them again. You can Black Adam to turn, move toward him and get behind him if needed. The easiest way to get this is to the fly to the left from the start and fire blindly toward the right side to hit the signs on the lower building and the hydrant on the street. Shoot the green dumpster below Shazam afterwards, and you'll most likely get this - it's far easier than trying to pinpoint aim. ___ [SL06] - - - - - - - - - - - - - - - / _ ) ___ _ ___ ___ - - - - - - - - - - - - - - / _ |/ _ `// _ \/ -_) - - - - - - - - - - - - - - /____/ \_,_//_//_/\__/- - - - - - - - - - - - - - - M I S S I O N S ------------------------------------------------------------------------------- MISSION 051 - Body Builder ������������������������������������������������������������������������������� Before Bane sets out to find more Venom, he must train. Execute each move at the top of the screen. * Preserve your remaining supply of Venom (mission completion) * Land a 4 Hit Juggle Combo * Land a 5 Hit Combo This mission is the standard training mission for Bane. Execute each command that appears on the screen to finish it. The third objective is performed automatically after performing Bane's super move at the end of the mission since it's a 7-hit combo. The second objective can be accomplished with the following combos: o Jumping S, (on ground), L, L, Double Punch (b, f, M) o Jumping S, (on ground), L, L, Venom Uppercut MB (d, b, M, MB) You'll have to perform the second combo when the super move command appears if you choose that combo. The Double Punch can be meter burned as well for a 5- hit air juggle if you want to show off. ------------------------------------------------------------------------------- MISSION 052 - Zap Zap ������������������������������������������������������������������������������� It seems that other villains are interested in the Venom as well. Defeat Harley while avoiding the lightning strikes. * Defeat Harley (mission completion) * Win with a lightning strike * During a combo, have a lightning strike hit Other than the lightning strikes, this is basically just a normal fight with Harley Quinn. She isn't all that hard, so just about any of Bane's special moves and combos will work well for this battle. Lightning will be striking the entire time and it will give off a sparking signal on the rooftop before it strikes just like in the mission where Shazam couldn't get hit by lighting. Lightning will strike more often in this battle however and it can take off about 15% of your health, so be on the lookout for it and move away from it. The second objective requires you to win by having a lightning strike hit Harley for the final hit. Just get away from her when she only has about 15% health remaining and she will likely get hit by lightning eventually to finish her off. The third objective isn't too bad either regardless of the way it sounds. All you have to do is keep hitting Harley with any sort of combo that holds her in place then allow lightning to strike her so it hits her during the combo. Hit him her with constant L, L combination attacks and this will hold her place - wait for lightning to strike her and you'll complete the third objective. She can be bounced into a lightning strike but that makes the objective harder to get really. ------------------------------------------------------------------------------- MISSION 053 - Give Me Life ������������������������������������������������������������������������������� While searching a cave for Venom, Bane was bit by a vampiric bat. Each hit that lands will regain a portion of health lost during the fight. * Defeat Deathstroke (mission completion) * Connect 10 Special Moves * Use no Super Meter Well, apparently Bane wasn't the only one that got bit by the vampire bat since Deathstroke can steal life with attack in this battle as well. Both characters can gain health for their own life gauge by hitting each other for this battle. Deathstroke can be quite annoying with his gun attacks during this battle, so its best to stay on top of him and combo him as much as possible. Close range special moves work well, such as Double Punch (b, f, M) and Venom Uppercut (d, b, M) but you'll mainly want to stick with combos (such as M, M, H). Really, any of Bane's combo attacks can work just as well as the one that I pointed out. Just be sure to stay on top of Deathstroke at all time and don't let him zone you from a distance with his guns. The second objective is easy if you stick with Bane's Double Punch and Venom Uppercut for special moves. The special attacks much hit Deathstroke like in other missions. Both of those attacks will hit Deathstroke pretty well since they are close range. Raging Charge is bad to do since Deathstroke will often interrupt it with a gun attack. Ring Slam (d, b, L) is good to perform out of one of Bane's juggle combos or a jumping H attack, but try not to damage Deathstroke too badly with combos or you'll defeat him before getting your ten special moves. The third objective is not too bad so long as Bane stays on top of Deathstroke with attacks at all times - there will be no need of super meter so long as Bane stays aggressive. ------------------------------------------------------------------------------- MISSION 054 - Stay Alive ������������������������������������������������������������������������������� Bane is weakened and desperately needs more Venom, but Flash has been sent to protect the supply. Survive for 20 seconds without being hit by any attacks. * Don't get hit for 20 seconds (mission completion) * Use an Interactive Object * Land 3 throws WARNING: Out of all the missions thus far, this one can be the most frustrating since it is totally luck-based. If you don't pass this mission within about 30 minutes, I recommend stopping it and moving to another. The whole mission depends mainly on luck. You might get it the first try or you might not even get it within an hour. Bane must survive 20 seconds against Flash for this mission and he must not get hit at all. Even a blocked attack from Flash will make this mission end in failure. Oh great, so we have one of the slowest character against one of the fastest character and we're just supposed to avoid all his attacks, eh? It's really best to focus on the two bonus objective while trying to go for the main objective since they can both help out. Throwing Flash takes up time and that's what you need. Each throw will take around 3 seconds of time, so that is good! Tossing an interactive object works well for keeping Flash at a distance also! The Flash CPU AI is very random just like all other CPU opponents, so you never know what he will do while next to him. Try to jump as much as possible since he is less likely to hit Bane while Bane is up in the air. The CPU seems to react the most to special attacks by countering them with a hit, so try to avoid the majority of special attacks. It's best to throw him as much as possible, but don't overdo it. Just throw three times to accomplish the third objective, then hop back toward the car and toss it at him or toss the motorcycle or stone gargoyle on the right side of the screen. You want to dispose of the motorcycle so Flash cannot hit Bane with it. This mission has no true strategy to it besides throwing Flash to take up time or jumping away from him and tossing interactive objects at him. Once you get into the corner, that can be the worst time since Bane will have to jump over him to get back to the other side. Flash's lightning charge is incredibly quick, so be sure to jump backwards a lot to try to avoid it. You can try to attack Flash every now and then but attacking him can get Bane counterattacked VERY easily. Flash doesn't seem to counter throws that often at all so they are really your best form of attack. ------------------------------------------------------------------------------- MISSION 055 - Venom Rage ������������������������������������������������������������������������������� Continually use Bane's Character Power to regain life. Insufficient life regeneration will result in failure. * Stay alive (mission completion) * Juice 20 times * Survive 8 seconds without being hit ------------------------------------------------------------------------------- MISSION 056 - Pulverize and Thrash ������������������������������������������������������������������������������� You must retrieve more Venom. Defeat 20 Joker Thugs before time expires to get one step closer. * Defeat the Joker Thugs (mission completion) * Use an Interactive Object * Win with full second Health Bar ------------------------------------------------------------------------------- MISSION 057 - Ice Box ������������������������������������������������������������������������������� Stop Doomsday from getting the last of the Venom. Fight Doomsday while avoiding the falling ice conjured by Killer Frost. * Defeat Doomsday (mission completion) * Become frozen 10 times * Win a Clash ------------------------------------------------------------------------------- MISSION 058 - Fender-Bender ������������������������������������������������������������������������������� Bane wants to keep Batman from being able to escape with the Venom. Destroy the Batmobile before time expires, and watch out for its defenses. * Stop the Batmobile (mission completion) * Win with 10 seconds or more remaining * Make 12 rockets hit the Batmobile ------------------------------------------------------------------------------- MISSION 059 - Juiced Up ������������������������������������������������������������������������������� The lack of Venom is making Bane enraged! You have 15 seconds to defeat Nightwing and advance toward the Venom supply. * Win before time runs out (mission completion) * Win without jumping * Win with a throw ------------------------------------------------------------------------------- MISSION 060 - Break the Bat ������������������������������������������������������������������������������� You must weaken Batman and perform Bane's Backbreaker. Defeat Batman to obtain the Venom you so badly need. * Break the Bat (mission completion) * Break the Bat on your first try * Land a Level Transition 50 down, 190 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. -- May 3, 2013 Added S.T.A.R. Labs missions for The Flash. Started adding character frame data in the detailed move list section - up to Raven. I'll go ahead and list all moves there along with frame data. I'll clean up the section a lot more once I finish with the frames to make the different sections stand out better. There is also a mention of Arcade Stick shortcuts in the Basics section and I have now placed search codes all throughout the walkthrough that correspond to those in the table of contents. -- May 6, 2013 Added the rest of the frame data tables to the detailed move list. Also changed some of the formatting - I still want to do more to make it look better. More STAR Labs missions on the way and I want to list out interactions with each stage since they are just important as knowing characters if you ask me. -- May 8, 2013 Fixed up the Detailed Move List section a bit better with some extra formatting for each move. Added all of Shazam's missions for STAR Labs and started on Bane's missions - most of Bane's missions are just formatting at the moment. More to come later. This is FAQ too fun compared to the usual action game that I write for. Thanks for all the emails and other info so far, dear readers! -- May 10, 2013 Added a section for Arenas. This section details all stage interactions and transitions. At the moment, it's very rough and probably FULL of errors and missing content, but I'll fix it up over the weekend. ******************************************************************************* 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! '.....' /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/