[Injustice 2] The Flash Character Guide – Movelist, Combos, Gear and Strategy

This page contains a character guide for The Flash in Injustice 2. Here you’ll find movelists, combos, juggles and strategy guides and recommended gear for the Hero character. For more Injustice 2 content, head over to our Injustice 2 top page.

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The Flash Character Guide

Character Profile

Flash

All day I’ve been reminded how I failed to be a hero.” – The Flash

Real Name: Bartholomew “Barry” Henry Allen
Gender: Male
Species: Metahuman
Debut: Showcase #4
Voice: Neal Mcdonough

Once known as the fastest man alive, Barry Allen has hung up his boots in public shame after defecting from the Regime. However as a new enemy threatens the innocent, the Flash returns to action, determined to redeem himself.

After an electrical accident at his lab, scientist Barry Allen was left with the ability to move, think and react at super speeds. A member of the Justice League, the Flash uses his super speed to fight crime.

Base Stats

Level Strength Ability Defense HP
1 1100 1100 950 1000

Movelist

Basic Moves

Fast Feet

Input ↓+△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 9/ Active: 4/ Recover: 26/Block Adv: -13/Hit Adv: 72/Cancel: 17
Effects
Notes Move affected by STRENGTH stat

Flashy Kick

Input →+x
Move Data Type: Overhead/ Damage: 11.00 /Block Damage: 0.380
Frame Data Start-Up: 12/ Active: 3/ Recover: 25/Block Adv: -12/Hit Adv: 12/Cancel: 22
Effects Meter Burn R2 (must press R2 at any time during Flashy Kick)

Delay Hold x

Cancel →→ or  ←←

Notes Move affected by STRENGTH stat

Lightning Strikes

Input
Move Data Type: Mid/ Damage: 4.85 /Block Damage: 0.380
Frame Data Start-Up: 9/ Active: 13/ Recover: 17/Block Adv: -4/Hit Adv: 14/Cancel: 31
Effects
Notes Move affected by STRENGTH stat

Lunging Elbow

Input x
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 14/ Active: 2/ Recover: 22/Block Adv: -7/Hit Adv: 6/Cancel: 27
Effects
Notes Move affected by STRENGTH stat

Quick Trip

Input ↓+x
Move Data Type: Low/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 11/ Active: 2/ Recover: 29/Block Adv: -9/Hit Adv: 24/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Side Chop

Input ←+△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 15/ Active: 2/ Recover: 18/Block Adv: 2/Hit Adv: 15/Cancel: 26
Effects
Notes Move affected by STRENGTH stat

Speed Jab

Input
Move Data Type: High/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 8/ Active: 2/ Recover: 16/Block Adv: -1/Hit Adv: 7/Cancel: 16
Effects
Notes Move affected by STRENGTH stat

Spinning Backhand

Input →+△
Move Data Type: Overhead/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 17/ Active: 4/ Recover: 27/Block Adv: -4/Hit Adv: 0/Cancel: 31
Effects
Notes Move affected by STRENGTH stat

Spin Cycle

Input ←+x
Move Data Type: Mid/ Damage: 12.45 /Block Damage: 1.530
Frame Data Start-Up: 29/ Active: 10/ Recover: 28/Block Adv: -1/Hit Adv: 85/Cancel: N/A
Effects Used to trigger Arena Transitions

Meter Burn R2 (must press R2 at any time during Spin Cycle)

Delay Hold x

Cancel →→ or  ←←

Notes Move affected by STRENGTH stat

Zip Kick

Input ↓+□
Move Data Type: Low/ Damage: 1.00 /Block Damage: 0.080
Frame Data Start-Up: 7/ Active: 2/ Recover: 15/Block Adv: -2/Hit Adv: 6/Cancel: 17
Effects
Notes Move affected by STRENGTH stat

Jumping Attacks

 Air Race

Input ↑+□
Move Data Type: Mid/ Damage: 6.91 /Block Damage: 0.730
Frame Data Start-Up: 7/ Active: 15/ Recover: 16/Block Adv: -1/Hit Adv: 23/Cancel: 27
Effects
Notes Move affected by STRENGTH stat

Double Down

Input ↑+x
Move Data Type: Mid/ Damage: 11.00 /Block Damage: 0.820
Frame Data Start-Up: 11/ Active: 5/ Recover: 26/Block Adv: -3/Hit Adv: 43/Cancel: 40
Effects
Notes Move affected by STRENGTH stat

Speed Boot

Input ↑+△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 5/ Active: 15/ Recover: 26/Block Adv: -12/Hit Adv: 6/Cancel: 44
Effects
Notes Move affected by STRENGTH stat

Throws

Back Throw

Input L1 or □ +x
Move Data Type: Throw/ Damage: 11.00 /Block Damage: N/A
Frame Data Start-Up: 10/ Active: 2/ Recover: 34/Block Adv: N/A/Hit Adv: 7/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Forward Throw

Input L1+→ or→+□ +x
Move Data Type: Throw/ Damage: 11.00 /Block Damage: N/A
Frame Data Start-Up: 10/ Active: 2/ Recover: 34/Block Adv: N/A/Hit Adv: 4/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Bounce Cancels

Flashy Kick

Input →→R2 or ↓→R2
Move Data Type: Overhead/ Damage: 16.50 /Block Damage: 2.060
Frame Data Start-Up: 30 Active: 4/ Recover: 24/Block Adv: 4/Hit Adv: 70/Cancel: N/A
Effects Must have 2 bars of super meter to perform Bounce Cancel
Notes Move affected by STRENGTH stat

Spin Cycle

Input ←←R2 or ↓←R2
Move Data Type: Mid/ Damage: 18.67 /Block Damage: 2.290
Frame Data Start-Up: 29/ Active: 10/ Recover: 28/Block Adv: 1/Hit Adv: 85/Cancel: N/A
Effects Must have 2 bars of super meter to perform Bounce Cancel

Used to trigger Arena transitions

Notes Move affected by STRENGTH stat

Quick Escape

Away Air Escape

Input ←+R2
Move Data N/A
Frame Data N/A
Effects Must have 2 bars of Super Meter to perform Away Air Escape
Notes

Roll Escape

Input →→R2
Move Data N/A
Frame Data Start-Up: 3/ Active: N/A/ Recover: 8/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A
Effects Must have 1 bar of Super Meter to perform Roll Escape
Notes

Up Air Escape

Input ↑+R2
Move Data N/A
Frame Data N/A
Effects Must have 2 bars of Super Meter to perform Up Air Escape
Notes

Special Moves

Close Sonic Pound

Input ↓→x←
Move Data Type: Overhead/ Damage: 10.00 /Block Damage: 2.250

Type: Overhead/ Damage: 7.00 /Block Damage: 1.880

Frame Data Start-Up: 25/ Active: 10/ Recover: 20/Block Adv: -3/Hit Adv: 16/Cancel: 10

(Meter Burn Version) Start-Up: 6/ Active: 7/ Recover: 19/Block Adv: 1/Hit Adv: 61/Cancel: 18

Effects  

Meter Burn R2 (must press R2 at the beginning of Close Sonic Pound)

Notes Move affected by ABILITY stat

Far Sonic Pound

Input ↓→x→
Move Data Type: Overhead/ Damage: 10.00 /Block Damage: 2.250

(Meter Burn Version) Type: Overhead/ Damage: 7.00 /Block Damage: 1.880

Frame Data Start-Up: 25/ Active: 10/ Recover: 20/Block Adv: -3/Hit Adv: 16/Cancel: 10

(Meter Burn Version) Start-Up: 6/ Active: 7/ Recover: 19/Block Adv: 1/Hit Adv: 61/Cancel: 18

Effects Meter Burn R2 (must press R2 at the beginning of Far Sonic Pound)
Notes Move affected by ABILITY stat

Fists of Fury

Input ←→□
Move Data Type: Mid/ Damage: 10.23 /Block Damage: 1.620
Frame Data Start-Up: 8/ Active: 3/ Recover: 31/Block Adv: -8/Hit Adv: 11/Cancel: 62
Effects
Notes Move affected by ABILITY stat

Lightning Kick

Input ↓→□
Move Data Type: Mid/ Damage: 8.00/Block Damage: 2.000

(For Delay, Cancel and Meter Burn Version) Type: Mid/ Damage: 5.18/Block Damage: 3.750

Frame Data Start-Up: 14/ Active: 4/ Recover: 20/Block Adv: -12/Hit Adv: 7/Cancel: 19

(For Delay, Cancel and Meter Burn Version) Start-Up: 12/ Active: 36/ Recover: 22/Block Adv: -9/Hit Adv: 61/Cancel: 58

Effects Delay Hold □

Cancel →→ or ←←

Meter Burn R2 (must press R2  at the beginning of Lightning Kick)

Notes Move affected by ABILITY stat

Lightning Punches

Input ←→△
Move Data Type: High/ Damage: 8.13 /Block Damage: 1.370

(Meter Burn Version) Type: High/ Damage: 5.00 /Block Damage: 1.620

Frame Data Start-Up: 12/ Active: 2/ Recover: 41/Block Adv: -26/Hit Adv: 29/Cancel: 52

(Meter Burn Version) Start-Up: 14/ Active: 2/ Recover: 15/Block Adv: 0/Hit Adv: 50/Cancel: 19

Effects Meter Burn R2 (must press R2 in the middle of Lightning Punches)
Notes Move affected by ABILITY stat

On Your Mark

Input ↓↓△
Move Data N/A

N/A

(Lightning Charge) Type: Mid/ Damage: 9.00 /Block Damage: 2.130

(Sonic Pound) Type: Mid/ Damage: 11.20 /Block Damage: 3.500

(Quick Slide) Type: Low/ Damage: 7.00 /Block Damage: 1.880

N/A

Frame Data Start-Up: 1/ Active: N/A/ Recover: 200/Block Adv: N/A/Hit Adv: N/A/Cancel: 200

(Running Man) Start-Up: 1/ Active: N/A/ Recover: 83/Block Adv: N/A/Hit Adv: N/A/Cancel: 83

(Lightning Charge) Start-Up: 1/ Active: N/A/ Recover: 83/Block Adv: N/A/Hit Adv: N/A/Cancel: 83

(Sonic Pound) Start-Up: 7/ Active: 25/ Recover: 25/Block Adv: -17/Hit Adv: 39/Cancel: N/A

(Quick Slide) Start-Up: 8/ Active: 13/ Recover: 23/Block Adv: -19/Hit Adv: 12/Cancel: N/A

(Cancel) Start-Up: 1/ Active: N/A/ Recover: 0/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

Effects Running Man →

Lightning Charge →+□

Sonic Pound →+△

Quick Slide →+x

Cancel ←←

 

Notes Move affected by ABILITY stat

Quantum Tunneling

Input ↓←□
Move Data N/A
Frame Data Start-Up: 9/ Active: N/A/ Recover: 0/Block Adv: N/A/Hit Adv: N/A/Cancel: 36

(Meter Burn Version) Start-Up: 11/ Active: 6/ Recover: 24/Block Adv: 7/Hit Adv: 43/Cancel: N/A

Effects Quantum Tunneling allows most projectiles and basic attacks to pass through The Flash

Meter Burn R2 (must press R2 at any time during Quantum Tunneling)

Notes Move affected by ABILITY stat

Sonic Lift

Input ↓←x
Move Data Type: High/ Damage: 6.00 /Block Damage: 1.750

(Meter Burn Version)  Type: High/ Damage: 3.00 /Block Damage: 1.370

Frame Data Start-Up: 15/ Active: 16/ Recover: 23/Block Adv: -19/Hit Adv: 27/Cancel: 26

(Meter Burn Version) Start-Up: 7/ Active: 25/ Recover: 5/Block Adv: -13/Hit Adv: 86/Cancel: 34

Effects Meter Burn R2 (must press R2 at the beginning of Sonic Lift)
Notes Move affected by ABILITY stat

Sonic Pound

Input ↓→x
Move Data Type: Overhead/ Damage: 10.00 /Block Damage: 2.250

(Meter Burn Version) Type: Overhead/ Damage: 7.00 /Block Damage: 1.880

Frame Data Start-Up: 25/ Active: 10/ Recover: 20/Block Adv: -3/Hit Adv: 16/Cancel: 20

(Meter Burn Version) Start-Up: 6/ Active: 7/ Recover: 19/Block Adv: 1/Hit Adv: 61/Cancel: 18

Effects Meter Burn R2 (must press R2 at the beginning of Sonic Pound)
Notes Move affected by ABILITY stat

Combo Attacks

Bolt of Lightning

Input x, △
Move Data Type: Mid/ Damage: 7.95 /Block Damage: 0.680
Frame Data Start-Up: 5/ Active: 9/ Recover: 22/Block Adv: -12/Hit Adv: 40/Cancel: 30
Effects
Notes Move affected by STRENGTH stat

Forced Acceleration

Input →+△, □
Move Data Type: Mid/ Damage: 7.61 /Block Damage: 0.600
Frame Data Start-Up: 5/ Active: 12/ Recover: 27/ Block Adv: -12/Hit Adv: 10/Cancel: 33
Effects
Notes Move affected by STRENGTH stat

Greased Lightning

Input □, □, △
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 13/ Active: 2/ Recover: 22/Block Adv: -2/Hit Adv: 15/Cancel: 25
Effects
Notes Move affected by STRENGTH stat

Hot Pursuit

Input □, □, x
Move Data Type: Low/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 11/ Active: 2/ Recover: 33/Block Adv: -13/Hit Adv: 8/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

In A Jiff

Input □,△
Move Data Type: Mid/ Damage: 6.90 /Block Damage: 0.530
Frame Data Start-Up: 4/ Active: 9/ Recover: 13/Block Adv: 0/Hit Adv: 18/Cancel: 21
Effects
Notes Move affected by STRENGTH stat

Lightspeed

Input □,△,x
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 9/ Active: 4/ Recover: 24/Block Adv: -11/Hit Adv: 2/Cancel: 26
Effects
Notes Move affected by STRENGTH stat

Natural Disaster

Input ↓+□, ↓+△, ↓+x
Move Data Type: Mid/ Damage: 18.67 /Block Damage: 2.290
Frame Data Start-Up: 13/ Active: 5/ Recover: 24/Block Adv: -12/Hit Adv: 30/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

On The Double

Input ←+△, △
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 6/ Active: 4/ Recover: 22/Block Adv: 1/Hit Adv: 7/Cancel: 15
Effects
Notes Move affected by STRENGTH stat

Quick Steps

Input ↓+□, ↓+△
Move Data Type: Low/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 8/ Active: 2/ Recover: 15/Block Adv: -2/Hit Adv: 14/Cancel: 16
Effects
Notes Move affected by STRENGTH stat

Roller Coaster

Input ←+△, △, →+ x
Move Data Type: Mid/ Damage: 8.65 /Block Damage: 0.680
Frame Data Start-Up: 17/ Active: 6/ Recover: 25/Block Adv: 0/Hit Adv: 30/Cancel: 34
Effects
Notes Move affected by STRENGTH stat

Speed Force

Input □, □
Move Data Type: High/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 3/ Active: 3/ Recover: 11/Block Adv: 3/Hit Adv: 25/Cancel: 10
Effects
Notes Move affected by STRENGTH stat

Stop Motion

Input △, x, □
Move Data Type: High/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 11/ Active: 3/ Recover: 27/Block Adv: -8/Hit Adv: 42/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Super Speed

Input →+△, □, x
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 21/ Active: 7/ Recover: 22/Block Adv: -2/Hit Adv: 38/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Terminal Velocity

Input △,x
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 14/ Active: 3/ Recover: 29/Block Adv: -5/Hit Adv: 18/Cancel: 17
Effects
Notes Move affected by STRENGTH stat

Super Moves

Time Changer

Input L2 + R2
Move Data Type: Mid/ Damage: 33.80 /Block Damage: 5.750
Frame Data Start-Up: 6/ Active: 15/ Recover: 15/Block Adv: -4/Hit Adv: 4/Cancel: N/A
Effects
Notes Move affected by ABILITY stat

Character Power

Fastest Man Alive

Speed Zone

Input
Move Data N/A
Frame Data Start-Up: 1/ Active: N/A/ Recover: 21/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A
Effects The Flash enters the Speed Zone causing The Flash to move faster than his opponent
Notes Move affected by STRENGTH stat

Combos

Below are combo and juggle inputs for The Flash , including corner strategies and restarts.

  1. →+△,□ ~ ↓,→+□ (Meter) ~ △,x,□
  2. →+△,□ ~ ↓,→+□ (Meter) ~ ←+△,△,→+x ~ ←,→+□
  3. ↓+□,↓+△ ~ ↓,←+x (Meter) ~ ←+x (wall bounce) ~ jump △ ~ x,△ ~ ←,→+□
  4. →+△,□ ~ ↓,→+□ (Meter) ~ o ~ ↓,→+□ ~ →+△ ~ ↓,→+□ ~ →+△ ~ ↓,→+□ ~ →+△,□ ~ ←,→+□

Strategy Guide

Recommended Gear

Main article: Recommended gear for The Flash

Costumes

Flash

Prime Flash

Flash wears a full-body red costume with yellow accents. He has small yellow lightning bolts around his wrist and a lightning bolt logo on his chest. He also has two lightning bolts facing outward from his mask.

Regime

The One Earth Regime’s version of the Flash has a similar costume to his main counterpart. However, the costume incorporates more armor and more prominent wings on his head. He retains his small lightning bolts on his wrists but also has them on his waist. He also retains his lightning bolt logo but has less yellow accents. He wears this costume as a member of the Regime.

Trivia

  • The Flash was also playable in NetherRealm’s crossover game, Mortal Kombat vs. DC Universe.
  • The Flash is voiced by Neal McDonough, who previously voiced Green Arrow in the DC: Showcase short of the same name.
  • The Flash is the only member of the Regime whom sided with the Insurgency.

Related Articles

Character Guides

Character Tier List

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