during charge will add armor to attack (Burns one bar of Meter).
Cancel by Dashing Forward or Backwards.
Caped Crusade
+
Wheel Kicks
+
Hold
to charge attack.
Pressing
during charge will add armor to attack (Burns one bar of Meter).
Cancel by Dashing Forward or Backwards.
Low Jab
+
Uppercut
+
Low Hammerfist
+
Air Attacks
Flying Knee
Straight Kick
Flip Kick
Throws
Forward Throw
+or++
Reverse Throw
or++
Combo Attacks
Showdown
,
Injustice
,,
Vengeance
,,
Tricky Bat
,,
Intimidation
,
Mind Games
,,
Millionaire
+,
High Tech
+,,
Darkness
+,,
Tragic
,
Caped Crusader
,,
Stay Down
+,
Winged Avenger
+,
Bounce Cancels
Wheel Kicks
,
During a combo, you can burn two bars of Super Meter to cancel the combo and perform a ground bounce and extend the combo.
Flying Kick
,
During a combo, you can burn two bars of Super Meter to cancel into a wall bounce and extend the combo, or cancel the combo into a level transition.
Special Moves
Straight Grapple
Batman fires a long range grapple hook, pulling himself towards his opponent and delivering a powerful flying kick.
Meter Burn
Pressing
after a successful hit, Batman will stop next to his stunned opponent allowing for a free follow-up attack or combo.
Sky Grapple
Batman fires his grappling hook up at an angle in an attempt to catch airborne opponents. If successful, Batman quickly tugs the opponent over his head and slams them to the ground.
Meter Burn
Pressing
after a successful Sky Grapple hit will bounce the opponent, allowing for a follow-up attack or combo.
Batarang
Batman throws two long range Batarang projectiles that inflict moderate damage.
Meter Burn
Pressing
while the Batarangs are in flight will detonate them, causing damage and a knock down.
The Batarangs can be detonated even if blocked or after a successful hit.
Up Batarang
Batman throws a Batarang up at an angle to hit airborne opponents.
Meter Burn
Pressing
while the Batarang is in flight will detonate it, causing damage and bouncing the opponent off the ground allowing for a follow-up attack or combo.
Slide Kick
The Slide Kick is a fast, low hitting attack that knocks down the opponent.
Meter Burn
Pressing
after connecting with the Slide Kick will allow Batman to throw a Batarang up at his opponent for additional damage.
(Air) Scatter Bombs
Batman's Scatter Bombs explode in a small radius in front of him, knocking back airborne opponents or temporarily stunning opponents that are standing.
Cape Parry
The Cape Parry counters most high and overhead attacks with a damaging takedown.
Super Move
The Dark Knight
+
Batman throws a special, gas filled Batarang at his opponent's current location, stunning them for a short time before delivering a series of attacks followed up with a devastating hit and run from the Batmobile.
Character Power
Double Jump
+or+
While in the air, Batman can Double Jump.
During the forward Double Jump, press
to perform a Dive Kick and press
to perform a Diving Elbow.
Mechanical Bats
Batman calls down a group of up to 3 mechanical bats that hover around his body.
Release the Bats
Pressing
will send the mechanical bats at the opponent as projectiles and can be used in any non-reaction situation to inflict damage and set up combo opportunities.
Bat Swarm
+
If all 3 mechanical bats are active, Batman can form a shield of razor sharp bats that can hit close opponents, destroying the bats.