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

This page contains a character guide for Robin 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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Robin Character Guide

Character Profile

“I’m your only son, old man.”-  Robin encounter with Batman

Real Name: Damian Wayne (Legal Name)/Ibn al Xu’ffasch (Birth Name)
Gender: Male
Species: Human
Debut: Batman: Son of the Demon #1
Voice: Scott Porter

Raised from birth by the League of Assassins, Damian Wayne has always struggled with Batman’s non-lethal code of honor. Now in direct opposition with his father, Damian seeks a new mentor in Superman — whom he considers to be more of a father than Batman ever was.

Raised by the League of Assassins and further trained by both his father, Batman, and his ward, Nightwing, Damian Wayne models his fighting style after Dick’s instead of Bruce’s, combining his speed and athleticism for devastatingly fast attacks. Damian also uses much of the same weaponry as Nightwing, including escrima sticks able to combine into a staff, the sticks capable of channeling electricity for ranged attacks, and wingding Batarangs for long range striking.

Base Stats

Level Strength Ability Defense HP
1 1100 1100 950 1000

Movelist

Basic Moves

Backhand Bash

Input
Move Data Type: High/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 7/ Active: 3/ Recover: 13/Block Adv: 1/Hit Adv:23/Cancel: 15
Effects
Notes Move affected by STRENGTH stat

Quick Draw

Input ←+□
Move Data Type: Mid/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 15/ Active: 4/ Recover: 30/Block Adv: -7/Hit Adv: 1/Cancel: 29
Effects
Notes Move affected by STRENGTH stat

Low Gouge

Input ↓+□
Move Data Type: Mid/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 6/ Active: 2/ Recover: 16/Block Adv: -3/Hit Adv: 12/Cancel: 15
Effects
Notes Move affected by STRENGTH stat

Deep Laceration

Input
Move Data Type: Mid/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 13/ Active: 2/ Recover: 32/Block Adv: -7/Hit Adv: 5/Cancel: 24
Effects
Notes Move affected by STRENGTH stat

Straight Stab

Input ←+△
Move Data Type: Mid/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 15/ Active: 3/ Recover: 34/Block Adv: -10/Hit Adv:-3/Cancel: 24
Effects
Notes Move affected by STRENGTH stat

Vertical Slice

Input →+△
Move Data Type: Overhead/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 18/ Active: 3/ Recover: 28/Block Adv: -4/Hit Adv: 5/Cancel: 27
Effects
Notes Move affected by STRENGTH stat

Rising Blade

Input ↓+△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 8/Active: 5/ Recover: 27/Block Adv: -15/Hit Adv: 60/Cancel: 18
Effects
Notes Move affected by STRENGTH stat

Quick Execution

Input x
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 12/Active: 3/ Recover: 15/Block Adv: -1/Hit Adv: 13/Cancel: 24
Effects
Notes Move affected by STRENGTH stat

Fatal Cut

Input ←+x
Move Data Type: Mid/ Damage: 11.00 /Block Damage: 1.370
Frame Data Start-Up: 29/ Active: 3/ Recover: 30/Block Adv: 4/Hit Adv: 74/Cancel: N/A
Effects Used to trigger Arena Transitions

Meter Burn R2 (must press R2 at any time during Fatal Cut)

Delay Hold x

Cancel →→ or  ←←

Notes Move affected by STRENGTH stat

Flip Kick

Input →+x
Move Data Type: Overhead/ Damage: 11.00 /Block Damage: 1.370
Frame Data Start-Up: 30/ Active: 3/ Recover: 29/Block Adv: 5/Hit Adv: 66/Cancel: N/A
Effects Meter Burn R2 (must press R2 at any time during Flip Kick)

Delay Hold x

Cancel →→ or  ←←

Notes Move affected by STRENGTH stat

Low Cutter

Input ↓+x
Move Data Type: Low/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 11/ Active: 2/ Recover: 26/Block Adv: -11/Hit Adv: 16/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Jumping Attacks

 High Chop

Input ↑+□
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 8/ Active: 3/ Recover: 25/Block Adv: -11/Hit Adv: 7/Cancel: 34
Effects
Notes Move affected by STRENGTH stat

Full Swing

Input ↑+x
Move Data Type: Mid/ Damage: 11.00 /Block Damage: 0.820
Frame Data Start-Up: 8/ Active: 4/ Recover: 25/Block Adv: -2/Hit Adv: 44/Cancel: 35
Effects
Notes Move affected by STRENGTH stat

Heavy Blade

Input ↑+△
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 7/ Active: 4/ Recover: 25/Block Adv: -7/Hit Adv: 17/Cancel: 34
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

Fatal Cut

Input ←←R2 or ↓←R2
Move Data Type: Mid/ Damage: 16.50 /Block Damage: 2.060
Frame Data Start-Up: 29/ Active: 3/ Recover: 30/Block Adv: 4/Hit Adv: 75/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

Flip Kick

Input →→R2 or ↓→R2
Move Data Type: Overhead/ Damage: 16.50/Block Damage: 2.060
Frame Data Start-Up: 30/ Active: 3/ Recover: 29/Block Adv: 5/Hit Adv: 65/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

Smart Birdarang

Input ↓→□
Move Data Type: Mid/ Damage: 6.00/Block Damage: 1.750

 

(Meter Burn Version) Type: Low/ Damage: 8.42/Block Damage: 4.120

 

Frame Data Start-Up: 50/ Active: 19/ Recover: N/A/Block Adv: 26/Hit Adv: 58/Cancel: 43

 

(Meter Burn Version) Start-Up: 14/ Active: 17/ Recover: N/A/Block Adv: 40/Hit Adv: 84/Cancel: N/A

 

Effects  

Meter Burn R2 (must press R2 in the beginning of Smart Birdarang).

 

Notes Move affected by ABILITY stat

Sword Dance

Input ↓←△
Move Data Type: Mid/ Damage: 8.00/Block Damage: 2.000

(Meter Burn Version) Type: Mid/ Damage: 4.00/Block Damage: 1.500

Frame Data Start-Up: 9/ Active: 5/ Recover:52/Block Adv: -30/Hit Adv: 39/Cancel:46

(Meter Burn Version) Start-Up: 11/ Active: 4/ Recover: 21/Block Adv: -3/Hit Adv: 58/Cancel: N/A

Effects Meter Burn R2 (must press R2 at the end of Sword Dance)
Notes Move affected by ABILITY stat

(Air) Blade Spin

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

(Meter Burn Version) Type: Overhead/ Damage: 8.00/Block Damage: 2.000

Frame Data Start-Up: 38/ Active: 3/ Recover: 31/Block Adv: -7/Hit Adv: 22/Cancel: 37

(Meter Burn Version) Start-Up: 2/ Active: 3/ Recover: 24/Block Adv: 0/Hit Adv: 60/Cancel: N/A

Effects Meter Burn R2 (Must press R2 in the middle of Air Blade Spin)
Notes Move affected by ABILITY stat

(Air) Close Blade Spin

Input ↓←△ ←
Move Data Type: Mid/ Damage: 8.00/Block Damage: 2.000

(Meter Burn Version) Type: Overhead/ Damage: 8.00/Block Damage: 2.000

Frame Data Start-Up: 19/ Active: 3/ Recover: 34/Block Adv: -24/Hit Adv: 16/Cancel: 32

(Meter Burn Version) Start-Up: 2/ Active: 3/ Recover: 24/Block Adv: 0/Hit Adv: 60/Cancel: N/A

Effects Meter Burn R2 (Must press R2 in the middle of Air Close Blade Spin)
Notes Move affected by ABILITY stat

(Air) Far Blade Spin

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

(Meter Burn Version) Type: Overhead/ Damage: 8.00/Block Damage: 2.000

Frame Data Start-Up: 38/ Active: 3/ Recover: 31/Block Adv: -7/Hit Adv: 22/Cancel: 37

(Meter Burn Version) Start-Up: 2/ Active: 3/ Recover: 24/Block Adv: 0/Hit Adv: 60/Cancel: N/A

Effects Extend Hold x

Cancel →→ or ←←

Meter Burn R2 (Must press R2 in the middle of Air Far Blade Spin)

Notes Move affected by ABILITY stat

Assassin Strike

Input ←→ x
Move Data Type: Mid/ Damage: 10.00/Block Damage: 1.250

(Meter Burn Version) Type: Mid/ Damage: 6.00/Block Damage: 1.370

Frame Data Start-Up: 8/ Active: 71/ Recover: 24/Block Adv: -12/Hit Adv: 2/Cancel: 31

(Meter Burn Version) Start-Up: 21/ Active: 4/ Recover: 36/Block Adv: -15/Hit Adv: 16/Cancel: N/A

(Cancel) Start-Up: 11/ Active: N/A/ Recover: 24/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

Effects Cancel ↓

Meter Burn R2 (Must press R2 in the middle of Assassin Strike)

Notes Move affected by ABILITY stat

Swoop

Input ↓ ← x
Move Data Type: Overhead/ Damage: 9.80/Block Damage: 3.250

(Meter Burn Version) Type: Mid/ Damage: 5.00/Block Damage: 1.500

Frame Data Start-Up: 30/ Active: 4/ Recover: 29/Block Adv: -30/Hit Adv: 15/Cancel: 64

(Meter Burn Version) Start-Up: 16/ Active: 15/ Recover: 18/Block Adv: -6/Hit Adv: 26/Cancel: N/A

Effects  

Meter Burn R2 (Must press R2 at the end of Swoop)

Notes Move affected by ABILITY stat

Close Swoop

Input ↓ ← x ←
Move Data Type: Overhead/ Damage: 9.80/Block Damage: 3.250

(Meter Burn Version) Type: Mid/ Damage: 5.00/Block Damage: 1.500

Frame Data Start-Up: 30/ Active: 4/ Recover: 29/Block Adv: -30/Hit Adv: 15/Cancel: 39

(Meter Burn Version) Start-Up: 16/ Active: 15/ Recover: 18/Block Adv: -6/Hit Adv: 26/Cancel: N/A

Effects  

Meter Burn R2 (Must press R2 at the end of Close Swoop)

Notes Move affected by ABILITY stat

Far Swoop

Input ↓ ← x →
Move Data Type: Overhead/ Damage: 9.80/Block Damage: 3.250

(Meter Burn Version) Type: Mid/ Damage: 5.00/Block Damage: 1.500

Frame Data Start-Up: 30/ Active: 4/ Recover: 29/Block Adv: -30/Hit Adv: 15/Cancel: 39

(Meter Burn Version) Start-Up: 16/ Active: 15/ Recover: 18/Block Adv: -6/Hit Adv: 26/Cancel: N/A

Effects  

Meter Burn R2 (Must press R2 at the end of Far Swoop)

Notes Move affected by ABILITY stat

Combo Attacks

Haunting Legacy

Input □,△
Move Data Type: Mid/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 16/ Active: 3/ Recover: 18/Block Adv: -4/Hit Adv: 14/Cancel: 26
Effects
Notes Move affected by STRENGTH stat

Fighting Authority

Input □,△,x
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 16/ Active: 3/ Recover: 33/Block Adv: 1/Hit Adv: 11/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Family Secrets

Input □,△, ↓ + x
Move Data Type: Low/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 15/ Active: 3/ Recover: 26/Block Adv: -12/Hit Adv: 26/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Disobeying Orders

Input ←+□,△
Move Data Type: Mid/ Damage: 5.85 /Block Damage: 0.450
Frame Data Start-Up: 13/ Active: 16/ Recover: 33/Block Adv: -10/Hit Adv: 14/Cancel: 40
Effects
Notes Move affected by STRENGTH stat

Skill And Training

Input ←+□, △, ↑ + x
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 20/ Active: 2/ Recover: 30/Block Adv: -5/Hit Adv: 30/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Born To Kill

Input ←+□, △, ↓ + x
Move Data Type: Low/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 24/ Active: 2/ Recover: 42/Block Adv: -17/Hit Adv: 11/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Son of Batman

Input ↓+ □, ↓ +△
Move Data Type: Mid/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 11/ Active: 3/ Recover: 24/Block Adv: -5/Hit Adv: 27/Cancel: 23
Effects
Notes Move affected by STRENGTH stat

Blades And Blood

Input △, □
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 25/ Active: 2/ Recover: 35/Block Adv: -10/Hit Adv: 14/Cancel: 35
Effects
Notes Move affected by STRENGTH stat

Vengeance

Input △, □, △
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 13/ Active: 2/ Recover: 38/Block Adv: -3/Hit Adv: 11/Cancel: 26
Effects
Notes Move affected by STRENGTH stat

Taught To Win

Input ← +△, □
Move Data Type: Mid/ Damage: 3.00/Block Damage:0.230
Frame Data Start-Up: 21/ Active: 3/ Recover: 29/Block Adv: -5/Hit Adv:9/Cancel: 31
Effects
Notes Move affected by STRENGTH stat

Never Lose

Input ← +△, □, x
Move Data Type: Overhead/ Damage: 7.00/Block Damage: 0.530
Frame Data Start-Up: 33/ Active: 2/ Recover: 42/Block Adv: -12/Hit Adv: 3/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Inner Darkness

Input →+△, □
Move Data Type: Mid/ Damage: 3.00/Block Damage: 0.230
Frame Data Start-Up: 16/ Active: 2/ Recover: 29/Block Adv: -4/Hit Adv: 4/Cancel: 26
Effects
Notes Move affected by STRENGTH stat

Legacy And Curse

Input →+△, □, ← + △
Move Data Type: Mid/ Damage: 5.00/Block Damage: 0.380
Frame Data Start-Up: 18/ Active: 2/ Recover: 36/Block Adv: -11/Hit Adv: 58/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Good And Evil

Input →+△, ↓ + x
Move Data Type: Low/ Damage: 2.00/Block Damage: 0.150
Frame Data Start-Up: 20/ Active: 2/ Recover: 21/Block Adv: -6/Hit Adv: 16/Cancel: 26
Effects
Notes Move affected by STRENGTH stat

Love And Respect

Input →+△, ↓ + x, ↑ + △
Move Data Type: Mid/ Damage: 7.75/Block Damage: 0.600
Frame Data Start-Up: 17/ Active: 17/ Recover: 27/Block Adv: -7/Hit Adv: 34/Cancel: 48
Effects
Notes Move affected by STRENGTH stat

Super Moves

Holding Back

Input L2 + R2
Move Data Type: Mid/ Damage: 41.00 /Block Damage: 5.750
Frame Data Start-Up: 13/ Active: 5/ Recover: 47/Block Adv: -15/Hit Adv: 12/Cancel: N/A
Effects
Notes Move affected by ABILITY stat

Character Power

Deadly Arsenal

Smoke Pellet

Input
Move Data N/A
Frame Data Start-Up: 1/ Active: N/A/ Recover: 28/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

(Teleport) Start-Up: 1/ Active: N/A/ Recover: 30/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

Effects Robin throws a Birdarang that he can teleport to.

Teleport  o

Notes Move affected by ABILITY stat

Close Smoke Pellet

Input ← + o
Move Data N/A

(Teleport) Type: Mid/ Damage: 8.00/Block Damage: 2.000

Frame Data Start-Up: 16/ Active: N/A/ Recover: 13/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

(Teleport) Start-Up: 1/ Active: N/A/ Recover: 30/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

Effects Robin throws a Birdarang that he can teleport to.

Teleport  o

Notes Move affected by ABILITY stat

Far Smoke Pellet

Input → + o
Move Data N/A

(Meter Burn Version) Type: Mid/ Damage: 8.00/Block Damage: 2.000

Frame Data Start-Up: 16/ Active: N/A/ Recover: 13/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

(Teleport) Start-Up: 1/ Active: N/A/ Recover: 30/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

Effects Robin throws a Birdarang that he can teleport to.

Teleport  o

Notes Move affected by ABILITY stat

Explosive Birdarang

Input ↓← o
Move Data N/A

(Detonate) Type: Mid/ Damage: 8.00/Block Damage: 2.000

Frame Data Start-Up: 1/ Active: N/A/ Recover: 28/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

(Detonate) Start-Up: 11/ Active: 7/ Recover: 16/Block Adv: -6/Hit Adv: 59/Cancel: N/A

Effects  

Robin throws an explosive Birdarang that he can detonate at any time.

Detonate  o

Notes Move affected by ABILITY stat

Close Explosive Birdarang

Input ↓← o ←
Move Data N/A

(Detonate) Type: Mid/ Damage: 8.00/Block Damage: 2.000

Frame Data Start-Up: 16/ Active: N/A/ Recover: 13/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

(Detonate) Start-Up: 11/ Active: 7/ Recover: 16/Block Adv: -6/Hit Adv: 59/Cancel: N/A

Effects Robin throws an explosive Birdarang that he can detonate at any time.

Detonate  o

 

Notes Move affected by ABILITY stat

Far Explosive Birdarang

Input ↓← o →
Move Data N/A

(Detonate) Type:  Low/ Damage: 8.00/Block Damage: 2.000

Frame Data Start-Up: 16/ Active: N/A/ Recover: 13/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

(Detonate) Start-Up:11/ Active: 7/ Recover: 16/Block Adv: -6/Hit Adv: 59/Cancel: N/A

Effects Robin throws an explosive Birdarang that he can detonate at any time.

Detonate  o

Notes Move affected by ABILITY stat

Remote Birdarang

Input ↓→ o
Move Data N/A

(Recall) Type: Mid/ Damage: 7.00/Block Damage: 1.880

Frame Data Start-Up: 1/ Active: N/A/ Recover: 28/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

(Recall) Start-Up: 7/ Active: N/A/ Recover: N/A/Block Adv: 0/Hit Adv: 63/Cancel: N/A

Effects Robin throws a remote controlled Birdarang that he can recall any time.

Recall o

Notes Move affected by ABILITY stat

Close Remote Birdarang

Input ↓→ o ←
Move Data N/A

(Recall) Type: Mid/ Damage: 7.00/Block Damage: 1.880

Frame Data Start-Up: 16/ Active: N/A/ Recover: 13/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

(Recall) Start-Up: 7/ Active: N/A/ Recover: N/A/Block Adv: 0/Hit Adv: 63/Cancel: N/A

Effects Robin throws a remote controlled Birdarang that he can recall any time.

Recall o

Notes Move affected by ABILITY stat

Far Remote Birdarang

Input ↓→ o →
Move Data N/A

(Recall) Type: Mid/ Damage: 7.00/Block Damage: 1.880

Frame Data Start-Up: 16/ Active: N/A/ Recover: 13/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

(Recall) Start-Up: 7/ Active: N/A/ Recover: N/A/Block Adv: 0/Hit Adv: 63/Cancel: N/A

Effects Robin throws a remote controlled Birdarang that he can recall any time.

Recall o

Notes Move affected by ABILITY stat

Combos and Juggles

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

  1. ↑+△, ~ →+△, ↓+x ~ ↓,←+ □ (Meter) ~ forward dash ~ ←+□,△,↑+x
  2. ↓,←+o,→ ~↑+△ ~ →+△, ↓+x ~ ↓,←+x (Meter) ~ o
  3. ↑+△ ~ →+△,□,←+△ ~ △, □ ~ ←,→+x (Meter)
  4. ↑+△, ~ (air)↓,←+△, (Meter), ← ~ ←+x (wall bounce) ~ ↑+△ ~ high chop ~ ←+□, △ ~ ←, →+x (Meter)
  5. ↑+△ ~ →+△, ↓+x ~ ↓,←+△ (Meter) ~ →+x (wall bounce) ~ quick chop ~ □, △ ~ ←, →+x (Meter)
  6. (Near corner) ↑+△ ~ →+△, □, ←+△ ~ □ (5x) ~ Son of Batman ~ ←, →+R2 (Meter)

Strategy Guide

As a sword-wielder in Injustice 2, Robin excels in mid- to close-range combat, so it is important to always close-in on your opponent for majority of the game. While Robin has decent speed, he will have trouble keeping up with Catwoman, Black Canary or The Flash.

Most of Robin’s combos and juggles begin with jump △, so it’s pretty common for you to always be jumping during most of the fight. Keep in mind that other players will also know that you’re fishing for a combo by spamming this carelessly, so mix up your game with other attacks. You can try his ↓,←+o just for variety. Apart from that, look for openings by employing mid and low attacks as well.

Recommended Gear

Main article: Recommended gear for Robin

Costumes

Robin

Robin

During the prequel comic, Damian wears a green domino mask over his face, bladed green gauntlets and green boots, a red tunic with the ‘R’ logo on his chest, the tunic is over a black armored bodysuit of similar design to Batman and Nightwings. He wears a yellow utility belt like theirs as well and a black cape with yellow inner linings.

Regime (Nightwing)

In this costume, as Nightwing, Damian has longer hair, a smaller red emblem when compared to Dick’s, matching shoulder guards, and a new set of metallic armor.

Trivia

  • Robin’s mask can be seen in the background of Metropolis.
  • Damian joining the Sinestro Corps in his ending is a reference to the comics where his father received an invitation to join but rejected the ring. In an ironic twist, Damian accepts.

Related Articles

Character Guides

Character Tier List

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1 Comment on "[Injustice 2] Robin Character Guide – Movelist, Combos, Gear and Strategy"

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Sweet juggles, mates. Maining Rob in this game.