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

Start-Up: 13/ Active: 2/ Recover: 15/Block Adv: -2/Hit Adv: 79/Cancel: 26

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This page contains a character guide for Batman 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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Batman Character Guide

Character Profile

Batman

“There are lines we don’t cross.” -Batman

Real Name: Bruce Wayne
Gender: Male
Species: Human
Debut: Detective Comics #27
Voice: Kevin Conroy

After watching his parents gunned down before his eyes, young Bruce Wayne swore to exact vengeance on the criminal element, disguised as a fearsome creature of the night – Batman.

Though only a mere mortal when compared to the godlike superhuman beings that litter the Injustice universe, Batman is still one of the most dangerous men alive. Having honed his body to near perfection, mastered almost every martial arts style known, and trained his mind to solve any problem, Batman is more than capable of holding his own against genuine superhumans and aliens through cunning wit and advanced weaponry.

Base Stats

Level Strength Ability Defense HP
1 1050 1150 900 1050

Movelist

Basic Moves

Batarang Swipe

Input ←+△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 12/ Active: 3/ Recover: 25/Block Adv: -12/Hit Adv: 12/Cancel: 22
Effects
Notes Move affected by STRENGTH stat

Broken Strike

Input x
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 13/ Active: 3/ Recover: 23/Block Adv: 0/Hit Adv: 7/Cancel: 23
Effects
Notes Move affected by STRENGTH stat

Cape Sweep

Input ↓+x
Move Data Type: Low/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 15/ Active: 3/ Recover: 22/Block Adv: -3/Hit Adv: 29/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Crusader Kick

Input ←+□
Move Data Type: Low/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 9/ Active: 2/ Recover: 20/Block Adv: -5/Hit Adv: 1/Cancel: 16
Effects
Notes Move affected by STRENGTH stat

Face Bash

Input →+△
Move Data Type: Mid/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 14/ Active: 3/ Recover: 25/Block Adv: -1/Hit Adv: 11/Cancel: 27
Effects
Notes Move affected by STRENGTH stat

Hammer Fist

Input
Move Data Type: Mid/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 10/ Active: 2/ Recover: 30/Block Adv: -5/Hit Adv: 7/Cancel: 19
Effects
Notes Move affected by STRENGTH stat

Kryptonite Strike

Input ←+x
Move Data Type: Mid/ Damage: 11.00 /Block Damage: 1.370
Frame Data Start-Up: 30/ Active: 2/ Recover: 28/Block Adv: 7/Hit Adv: 66/Cancel: N/A
Effects Used to trigger Arena Transitions

Meter Burn R2

Delay Hold x

Cancel →→ or  ←←

Notes Move affected by STRENGTH stat

Low Jab

Input ↓+□
Move Data Type: Mid/ Damage: 2.00 /Block Damage: 0.080
Frame Data Start-Up: 7/ Active: 2/ Recover: 14/Block Adv: -3/Hit Adv: 12/Cancel: 18
Effects
Notes Move affected by STRENGTH stat

Palm Strike

Input
Move Data Type: High/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 7/ Active: 2/ Recover: 13/Block Adv: 2/Hit Adv: 10/Cancel: 16
Effects
Notes Move affected by STRENGTH stat

Rising Gauntlet

Input ↓+△
Move Data Type: High/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 6/ Active: 6/ Recover: 27/Block Adv: -16/Hit Adv: 54/Cancel: 20
Effects
Notes Move affected by STRENGTH stat

Tumbler

Input →+x
Move Data Type: Overhead/ Damage: 11.00 /Block Damage: 1.370
Frame Data Start-Up: 28/ Active: 2/ Recover: 23/Block Adv: 7/Hit Adv: 68/Cancel: N/A
Effects Meter Burn R2 / Delay Hold x / Cancel →→ or  ←←
Notes Move affected by STRENGTH stat

Jumping Attacks

 Brutal Knee

Input ↑+□
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 5/ Active: 13/ Recover: 24/Block Adv: -10/Hit Adv: 8/Cancel: 40
Effects
Notes Move affected by STRENGTH stat

Flip Kick

Input ↑+x
Move Data Type: Mid/ Damage: 11.00 /Block Damage: 0.820
Frame Data Start-Up: 10/ Active: 4/ Recover: 24/Block Adv: -1/Hit Adv: 45/Cancel: 36
Effects
Notes Move affected by STRENGTH stat

Straight Kick

Input ↑+△
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 7/ Active: 8/ Recover: 24/Block Adv: -6/Hit Adv: 18/Cancel: 37
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: 4/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

Kryptonite Strike

Input ←←R2 or ↓←R2
Move Data Type: Mid/ Damage: 16.50 /Block Damage: 2.060
Frame Data Start-Up: 30 Active: 2/ Recover: 28/Block Adv: 7/Hit Adv: 66/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

Tumbler

Input →→R2 or ↓→R2
Move Data Type: Overhead/ Damage: 16.50 /Block Damage: 2.060
Frame Data Start-Up: 28/ Active: 2/ Recover: 23/Block Adv: 7/Hit Adv: 68/Cancel: N/A
Effects Must have 2 bars of super meter to perform Bounce Cancel
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

(Air) Double Jump

Input ↑, upper left or upper left, upper left
Move Data N/A
Frame Data Start-Up: 1/ Active: N/A/ Recover: 58/Block Adv: N/A/Hit Adv: N/A/Cancel: 47
Effects
Notes Move affected by ABILITY stat

(Air) Glide

Input ↑, upper right or upper right, upper right
Move Data N/A

(Air) Drop Kick Type: Mid/ Damage: 5.00/Block Damage: 1.620

(Air) Elbow Drop Type: Overhead/ Damage: 9.00/Block Damage: 2.130

Frame Data Start-Up: 1/ Active: N/A/ Recover: 58/Block Adv: N/A/Hit Adv: N/A/Cancel: 47

(Air) Drop Kick Start-Up: 10/ Active: 9/ Recover: 11/Block Adv: -14/Hit Adv: 20/Cancel: 24

(Air) Elbow Drop Start-Up: 16/ Active: 7/ Recover: 24/Block Adv: 5/Hit Adv: 28/Cancel: N/A

Effects (Air) Drop Kick □

(Air) Elbow Drop x

Notes Move affected by ABILITY stat

Straight Grapple

Input ↓→□
Move Data Type: High/ Damage: 8.80/Block Damage: 1.250

(Meter Burn Version) Type: N/A/ Damage: N/A/Block Damage: N/A

Frame Data Start-Up: 21/ Active: 31/ Recover: 27/Block Adv: -35/Hit Adv: 11/Cancel: 40

(Meter Burn Version) Start-Up: 1/ Active: N/A/ Recover: 31/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

Effects Meter Burn R2

Must press R2 in the middle of Straight Grapple

The Meter Burn version has Batman stop just short of his still reeling enemy.

Notes Move affected by ABILITY stat

Sky Grapple

Input ↓←□
Move Data Type: High/ Damage: 9.60/Block Damage: 1.250

(Meter Burn Version) Type: N/A/ Damage: 4.25/Block Damage: N/A

Frame Data Start-Up: 15/ Active: 16/ Recover: 44/Block Adv: -43/Hit Adv: 49/Cancel: 59

(Meter Burn Version) Start-Up: 1/ Active: N/A/ Recover: 12/Block Adv: N/A/Hit Adv: 74/Cancel: N/A

Effects Meter Burn R2

Must press R2 in the middle of Sky Grapple

The Meter Burn version causes Batman to slam his opponent down and for them to bounce.

Notes Move affected by ABILITY stat

Batarang

Input ←→△
Move Data Type: High/ Damage: 6.00/Block Damage: 1.750

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

Frame Data Start-Up: 16/ Active: N/A/ Recover: N/A/Block Adv: -5/Hit Adv: 8/Cancel: 49

(Meter Burn Version) Start-Up: 7/ Active: 9/ Recover: N/A/Block Adv: 25/Hit Adv: 58/Cancel: N/A

Effects Meter Burn R2

Must press R2 in the middle of Batarang

The Meter Burn version causes it to explode.

Notes Move affected by ABILITY stat

Up Batarang

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

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

Frame Data Start-Up: 14/ Active: N/A/ Recover: N/A/Block Adv: -4/Hit Adv: 9/Cancel: 46

(Meter Burn Version) Start-Up: 7/ Active: 9/ Recover: N/A/Block Adv: 25/Hit Adv: 81/Cancel: N/A

Effects Meter Burn R2

Must press R2 in the middle of Up Batarang

The Meter Burn version causes it to explode.

Notes Move affected by ABILITY stat

Slide Kick

Input ←→x
Move Data Type: Low/ Damage: 7.00/Block Damage: 1.880

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

Frame Data Start-Up: 16/ Active: 10/ Recover: 51/Block Adv: -37/Hit Adv: 7/Cancel: 36

(Meter Burn Version) Start-Up: 14/ Active: N/A/ Recover: N/A/Block Adv: -7/Hit Adv: 48/Cancel: N/A

Effects Meter Burn R2

Must press R2 at the end of Slide Kick

The Meter Burn version adds an exploding Batarang after the kick.

Notes Move affected by ABILITY stat

Scatter Bombs (Air)

Input ↓←△
Move Data Type: Mid/ Damage: 9.00/Block Damage: 2.130

(Meter Burn Version) Type: N/A/ Damage: N/A/Block Damage: N/A

(Air) Drop Kick Type: Mid/ Damage: 5.00/Block Damage: 1.620

(Air) Elbow Drop Type: Overhead/ Damage: 9.00/Block Damage: 2.130

Frame Data Start-Up: 8/ Active: 2/ Recover: 42/Block Adv: -27/Hit Adv: -2/Cancel: 27

(Meter Burn Version) Start-Up: 1/ Active: N/A/ Recover: 59/Block Adv: N/A/Hit Adv: N/A/Cancel: 42

(Air) Drop Kick Start-Up: 10/ Active: 9/ Recover: 11/Block Adv: -14/Hit Adv: 20/Cancel: 24

(Air) Elbow Drop Start-Up: 16/ Active: 7/ Recover: 24/Block Adv: 5/Hit Adv: 28/Cancel: N/A

Effects Must press R2 at the beginning of (Air) Scatter Bombs

(Air) Drop Kick □

(Air) Elbow Drop x

Notes Move affected by ABILITY stat

Cape Counter

Input ↓←x
Move Data Type: Low/ Damage: 7.00/Block Damage: 1.880
Frame Data Start-Up: 4/ Active: N/A/ Recover: 34/Block Adv: N/A/Hit Adv: 25/Cancel: 44
Effects
Notes Move affected by ABILITY stat

Combo Attacks

Caped Crusader

Input △,△,x
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 13/ Active: 2/ Recover: 15/Block Adv: -2/Hit Adv: 79/Cancel: 26
Effects
Notes Move affected by STRENGTH stat

Darkness

Input ←+□,□,x
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 17/ Active: 6/ Recover: 29/Block Adv: -14/Hit Adv: 57/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

High-Tech

Input ←+□,□,△
Move Data Type: Overhead/ Damage: 9.00 /Block Damage: 0.680
Frame Data Start-Up: 20/ Active: 3/ Recover: 24/Block Adv: 0/Hit Adv: 31/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Injustice

Input □,□,△
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 9/ Active: 2/ Recover: 33/Block Adv: -13/Hit Adv: 4/Cancel: 18
Effects
Notes Move affected by STRENGTH stat

Intimidation

Input □,△
Move Data Type: Mid/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 11/ Active: 3/ Recover: 20/Block Adv: 4/Hit Adv: 16/Cancel: 21
Effects
Notes Move affected by STRENGTH stat

Millionaire

Input ←+□,□
Move Data Type: Mid/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 12/ Active: 2/ Recover: 26/Block Adv: -6/Hit Adv: 3/Cancel: 19
Effects
Notes Move affected by STRENGTH stat

Mind Games

Input □,△,x
Move Data Type: Low/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 17/ Active: 5/ Recover: 21/Block Adv: -14/Hit Adv: 69/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Showdown

Input □,□
Move Data Type: Mid/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 11/ Active: 2/ Recover: 19/Block Adv: 1/Hit Adv: 18/Cancel: 22
Effects
Notes Move affected by STRENGTH stat

Stay Down

Input ←+△,x
Move Data Type: Overhead/ Damage: 11.55 /Block Damage: 1.350
Frame Data Start-Up: 10/ Active: 29/ Recover: 18/Block Adv: 1/Hit Adv: 67/Cancel: 47
Effects
Notes Move affected by STRENGTH stat

Tragic

Input △,△
Move Data Type: High/ Damage: 2.00/Block Damage:0.150
Frame Data Start-Up: 10/ Active: 29/ Recover: 18/Block Adv: 1/Hit Adv: 67/Cancel: 47
Effects
Notes Move affected by STRENGTH stat

Tricky Bat

Input □,△,△
Move Data Type: Mid/ Damage: 7.00/Block Damage: 0.530
Frame Data Start-Up: 23/ Active: 5/ Recover: 24/Block Adv: -2/Hit Adv: 25/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Vengeance

Input □,□,x
Move Data Type: Overhead/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 21/ Active: 5/ Recover: 26/Block Adv: 6/Hit Adv: 37/Cancel: 34
Effects
Notes Move affected by STRENGTH stat

Winged Avenger

Input →+△,x
Move Data Type: Mid/ Damage: 8.65 /Block Damage: 0.680
Frame Data Start-Up: 6/ Active: 27/ Recover: 26/Block Adv: -1/Hit Adv: 47/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Super Moves

Bat of Gotham

Input L2 + R2
Move Data Type: Mid/ Damage: 8.65 /Block Damage: 0.680
Frame Data Start-Up: 17/ Active: 16/ Recover: 50/Block Adv: -29/Hit Adv: 14/Cancel: N/A
Effects
Notes Move affected by ABILITY stat

Character Power

Wayne Tech

Summon Bats

Input
Move Data N/A
Frame Data Start-Up: 1/ Active: N/A/ Recover: 15/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A
Effects Batman summons Mechanical Bats that hover around his body.
Notes Move affected by ABILITY stat


Release Bats

Input
Move Data Type: Mid/ Damage: 1.00 /Block Damage: 0.120
Frame Data Start-Up: 2/ Active: N/A/ Recover: N/A/Block Adv: 7/Hit Adv: 42/Cancel: N/A
Effects Pressing ○ will unleash Mechanical Bats at the opponent as a projectile.

Mechanical Bats can be released while Batman is in the air.

Notes Move affected by ABILITY stat


Bat Swarm

Input ↓+○
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 2.250
Frame Data Start-Up: 11/ Active: 20/ Recover: 8/Block Adv: 11/Hit Adv: 72/Cancel: N/A
Effects Must have full Character Power to perform Bat Swarm

Hold ○ to extend Bat Swarm

Notes Move affected by ABILITY stat

Combos and Juggles

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

  1. □,□,△ ~ ↓→+□ (MB) ~ ←+x (wall bounce) ~ jump x ~ △,△ ~ ↓←+□
  2. ○ ~ □,△,x ~ ↑+△ ~ □,△,x ~ ←+△,x ~ ○ ~ ↓→□
  3. ○ ~ △,△,x ~ ←+△ ~ ↑+△ ~  ←+△,x ~  ↓→□
  4. □,□,△ ~ ↓→+□ (MB) ~ ↑+△ ~ △,△,x ~ ↑+△ ~ □,△,x ~ ←+△,x
  5. △,△,x ~ ↓←□ (MB) ~  ↓→+□ (MB) ~ ←+x (wall bounce) ~ ↑+△ ~  ←+△,x

Strategy Guide

Batman for the most part is a well-balanced character in Injustice 2. He doesn’t have a lot of defining characteristics in terms of moves, and is good for both beginner and veteran characters for his simple moves and combos. Under a very competent player, Batman is able to adjust to almost any character in the game. The secret to mastering Batman is having a definite understanding of his Combo Attacks and to have the proper timing to utilize his Special Moves and Character Power. Though Batman is a very simple and basic character, to a person that has mastered his move list, he can become a very complex character to play with and a very terrifying character to play against. It is highly advised to spend time in training if you would like to master Batman and take note of the different combo attacks that he has. In addition, it is best to take note of his Special Moves and Character Power as it is one of the highlights that further extend his combos to be more deadlier and consistent.

 

Recommended Gear

Main article: Recommended gear for Batman

Costumes

Prime

He wears a dark metallic suit with a bat symbol spread across his chest. He has metal gauntlets on his wrists with fins on the outer sides. He has knee-high greaves and a cape with a unique spiked pattern at the bottom. He wears a black cowl designed with bat ears at all times and a yellow utility belt with the bat symbol on the buckle.

Insurgency

He has a more armored batsuit with a ragged cape. He retains the bat symbol spread across his chest. He sports a modified utility belt with the symbol of Nightwing on the buckle and the fins on his gauntlets are smaller. His cowl is larger and covers more of his face. The Cowl in noticeably weathered and has a few small tears around his neck and cheeks.

Trivia

  • He is voiced by Kevin Conroy, Batman’s voice actor from the DC Animated Universe and many other works.
  • He had his super move completely changed before the release of the game due to lackluster reception from fans. His original move was a parry attack, followed by several blows to the opponent and the use of his batclaw to hang the opponent for a final jump kick.

Related Articles

Character Guides

Character Tier List

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