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Hello everybody. It's the first Strategy Guide for Injustice: Gods Among Us.
It is dedicated to one of the most popular comics hero,
taking 2nd place, amongst best comics heroes of all times, IGN version,
right after Superman. It's the Dark Knight and protector of Gotham:
Batman.
Batman arrived in 1939 and immediately gained huge popularity,
getting his own series of comics.
Unlike other superheroes, Batman doesn't have any extraordinary powers.
His weapons are: intellect, physical training, combat skills, experience and
knowledge in many areas, desire to establish justice and huge finances,
that allowed him to get required weapons, gadgets and transport.
Batman is the most succesful of comics heroes in terms of filming:
two Tim Burton's movies: "Batman" and "Batman Returns" are considered
amongst the best filmed comics. Two next failed sequels by Joel Schumacher:
"Batman Forever" and "Batman & Robin" freezed the serie for a long time,
which, apart from comics, was living as a serial.
And of course the relaunch of franchise in amazing trilogy of
Christopher Nolan. What other character can show off with such a movies?
Beside movies, Batman became the most succesful game character.
Unlike other comics characters, including Superman, that didn't get good games,
Batman has a whole bunch of games on different gaming consoles,
amongst them there are very strange and farcical,
others were becoming classic of this or that console,
e.g. first arrival on 8-bit NES. Of course let's not forget about
consoles of 7th generation, where Batman got a great "Arkham" trilogy.
Due to repeated relaunch of series, Batman had different biography.
But the classic one is where being a child, a young Bruce Wayne
became a witness of *** of his own parents by a bandit Joe Chill.
After that incident, Bruce decided to eradicate criminality in Gotham,
and started to intensively prepare himself as a crime fighter:
learned martial arts, possession of weapons, got deduction skills, espionage skills,
and took as appearance suit, the superstitios fear costume,
making him look like a bat. The image of Batman been changing
many times during 70 years, his biography and nature of character.
It depended a lot on scenarist, that worked with him in this or that period.
But he is usually pictured as the most clear-headed in the team of superheroes,
which was emphasized in Injustice. He is a hero, that cannot break
and let obstacles take over him. Perhaps he became like this
due to long years of fighting Joker and other villains of Gotham.
At the same time, Batman has maniacal obsessions. Once deciding something,
he almost never steps back, going for undue risk, instead of
listening to the voice of common sense. Absolutely sure in his own rightness
and goes to the end for the triumph of justice.
Batman is a loner, but he has his team of helpers. The closest friend
and main helper is Alfred Pennyworth, the butler of Wayne.
He executes orders of Bruce and responsible for mansion, including headquarters,
which is Bat Cave.
By the way, in classical scenario, Alfred arrived in Gotham after Bruce became Batman,
learned his secret, became his helper and replaced the father.
Also saved Batman's life many times.
In one of the stories, that had another added character: Batwoman,
she and Alfred got killed. But readers took the murdering of Alfred negatively,
in consequence of which, he was returned back to series soon.
Also there is Lucius Fox in Batman's team, Wayne's business-manager.
When learned the secret of Batman, he became a squire, meaning
he was supplying weapons to the hero. And of course we should
mention Robin and Batgirl, but they will have their own Strategy Guides.
Batman influenced culture much and not only youth. Many books, articles,
psychological analyzes, movies, cartoons, serials, games, and incredible amount of fan content.
It's about a hero, that exists for more than 70 years. But enough of that.
I think you realized his value in comics' history, so let's talk about play strategy in Injustice.
Batman is not physically strong character, as those with inhuman powers.
That's why he cannot throw cars, or lift stone statues.
But he can jump off them, mine, or simply use.
Batman is a character of melee fighting and active attacking, that's why
playing him you shouldn't allow enemies to zone you. Decrease distance at any chance,
because otherwise you're in very weak position.
This hero in a cape is dependant on meter; many of his options are good only when enhanced,
making his gameplay way more interesting and effective.
That's why you should try to keep your bars for best options.
Let's start off with his specials. As most of characters, Batman doesn't have air dash,
but he has double jump, which is made while in air, according to flight direction.
Double back jump will allow Batman to push off the air; double forward jump will make him
open his cape and fly to the ground. This can be useful, when avoiding projectiles.
Also, during this jump you can perform dive kick with 2, catch the enemy and start the combo.
Batman's trait is mechanical bats, which can be activated in the beginning of the fight,
and then they are accumulated one by one. When activated, bats start to fly around Batman
and here there are two ways of using them: hitting 4 once again will launch bats into the enemy,
which can and should be done at the most unexpected moment.
Also you can use bats in juggles to keep enemy in the air to continue combo.
This property gives nice possibilites to create combos, and also the way to shorten distance,
while he is saving himself from bats. Second way of using them is so called "bat swarm", meaning shield.
It works only if you have all 3 bats. But you got to remember, that once you get hit
your bats will disappear.
Straight Grapple. Slow startup allows easy reacting on this special (like ducking).
For the same reason Straight Grapple cannot be used in combos:
unsafe on block if close; on middle distance you can jump over it, catch Batman and start the combo.
If by some wonder you got Straight Grapple working, don't lose this chance and do an EX version,
then Grapple becomes a juggle-starter.
Sky Grapple. Way faster anti-air, that can be used on reaction. EX version does less damage,
but same as special before, is a juggle-starter.
Batarang. Batman's projectile. Normal startup, but too slow recovery, that's why
this tool is ineffective and even dangerous for Batman himself.
EX version is another deal. At any moment of Batarang's flight, you can use bar and blow it,
which will increase damage area and leave less chances to jump over it.
If you have meter, this can be used to finish off the enemy, not giving him a chance for clash.
Up Batarang. Batman's anti-fly. Same slow recovery as with usual Batarang, but
at any point of the flight can be blown up (spending bar), and is a launcher,
which can be used in combo to lift up the enemy, or to begin anti-air juggle.
Slide Kick. Or just Slide. Hits low. Can be used when enemy throws projectiles,
also good as wake-up attack. Unsafe on block. EX version does 5% more damage and throws enemy further.
Skatter Bombs. Usually used while in air to bring the enemy down. Does not have EX version.
Cape Parry. Good option to use on reaction, because its' startup is only 1 frame.
Does not parry air attacks, low hits, throws, armors and projectiles. No EX version.
The Dark Knight. Batman's super move with a very small area of effect. Not quite useful,
because there are plenty of better ways to spend meter. Can be used as combo ender to finish off the enemy.
Before talking about combos, b+2 3 should be mentioned. Hits hard and after performing, Batman jumps back
not letting enemy to punish him. Good to use as combo ender.
Let's take a look at Batman's combos.
f+3; jump with 3; 1 2 3; b+2 3. 34%
b+3; jump with 3; 1 2 3; b+2 3. 34%
1 1 3; b+3; jump with 3; 1 2 3; b+2 3. 36%. 1 1 3 is safe on block. 3 is overhead here.
1 2 3; jump with 2; 1 2 3; b+2 3. 31%. 1 2 3 is safe on block, 3 hits low.
b+1 1 3; 1 2 3; b+2 3. 25%.
2 2 3; b+3, jump with 3; 1 2 3; b+2 3. 36%. If 1 2 3 is too hard to perform - you can skip it, then juggle damages 33%.
Another variation. 2 2 3; jump with 3; 1 2 3; b+2 3. 34%. 2 2 3 is safe on block, but if enemy sits while you press "2 2"
there will be a window before "3", that enemy can use to start his own juggle.
Juggles, using meter and trait are very diverse, that's why there is an area for your fantasy here.
Trait is used to keep enemy up in the air, EX Grapples and EX Batarang are launchers,
which can be used everywhere.
Here are some examples of simple combos, without big meter usage.
if you catch enemy with EX grapple, then:
neutral jump with 2; 2 2 3; jump with 3; 1 2 3; b+2 3. 34%
You can cancel combos with grapple, starting with 1 2, or 2 2 and so on.
All of them will give nearly 1% more than with just EX grapple.
If you catch your enemy with EX Sky Grapple, immediately hit with a bit of charge
b+3; jump with 3; 1 2 3; b+2 3; 35%
If you catch enemy with EX Up Batarang, then do a charge
b+3; jump with 3; b+2 3; 36%
Two bars of meter can be used to cancel combo into charge attack, for example:
1 2 (2 2) b b R2; jump with 3, 1 2 3, b+2 3; 40-41%
There are many varieties of combos. I gave few examples and you can develop them.
Super move combo. f+3; jump with 3; b+2 3; super move. 49%
b+3, jump with 3; b+2 3; super move; 49%
1 1 3; b+3, jump with 3; b+2 3; super move; 48%
1 2 3; jump with 2; b+ 2 3; super move; 49%
2 2 3; b+3, jump with 3; b+2 3; super move; 47%
Of course these are not all possible combos, and there are 2-3 meter bars using juggles,
for example: first for Grapple, another for Batarang, third for Sky Grapple
are already wasteful and ineffective. They don't add much damage to use bars on them.
As for trait combos: they also exist and it's a diverse option, but too unstable
to rely on it in real battle, but you can surprise your enemy.
Overall Batman is a mid-tier character, that is very weak against zoning and this can be exploited.
Playing Batman it is better to keep mid- or close range, not forgetting about parry
and remember to anti-air enemies with EX Sky Grapple
to start off the combo and punish mindless attempts badly.
Bats are here to help you to close the distance safely.
Unfortunately, Batman's defence is not good much. Parry can be useful against mashers.
Charge f+3 is a good option as a juggle starter here, because of some nice range.
Defensive play isn't fitting Batman, try to have the initiative yourself.
If you are going to seriously use this fighter, then it's neccessary to use EX in combos and traits,
not wasting them, so you can keep on pressuring your enemy.
This was The Dark Knight, my favorite comics hero. He is diverse and interesting enough,
but has lots of limitations. He should be played attentively and then he can show some beatiful gameplay.
Don't forget, that goal of these guides are not to give you everything on a plate,
but to show you this or that character and shortly demonstrate its' possibilities.
It is expected that you don't just simply listen and repeat, but use this information for further development.
It was the first part of Strategy Guide. Bye.