Aquaman
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Basic Moves
Water coats Aquaman's body for a short time, making it easier for him to slip out of combos.
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Special Moves
Aquaman uses his trident to flip the opponent overhead.
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Special Moves
Aquaman thrusts his trident into the ground and summons it below the foe.
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Special Moves
Aquaman thrusts his trident into the ground and is surrounded by water, which gives him super armor for as long as the button is pressed, but he cannot move.
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Super Moves
Aquaman slams his trident into the ground, causing the arena to flood. He takes a leaping stab at the opponent, then lifts them up in time for them to be grabbed by a passing shark.
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Ares
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Basic Moves
Ares summons a floating sword to fling at the opponent. Holding the @term=sbtn@ can allow the player to delay the attack, as well as maneuver the weapon's on-screen position with the directionals.
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Command Moves
Ares summons a floating axe to fling at the opponent. Holding the @term=sbtn@ can allow the player to delay the attack, as well as maneuver the weapon's on-screen position with the directionals.
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Special Moves
Ares turns temporarily invisible, with a slight outline to indicate his position.
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Special Moves
Ares leaps up and comes back down to strike with dark god energy. Trajectory can be controlled with @term=backward@ and @term=forward@
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Half-circle Forward
Ares strikes the opponent with his sword, transporting them and then himself to a battlefield. He orders an unseen legion of archers to fire at the opponent, then grows to a massive size and flattens them with his palm.
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Bane
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Basic Moves
Bane pumps his body full of his trademark steroid, giving him more powerful attacks and adding super armor to all of his specials. This can be done even mid-attack and up to three times. When this buff wears off, he will temporarily dish out less damage, take more damage, and be physically slower. The weakened period is increased for each level of buffing he used.
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Special Moves
Bane grabs the opponent and slams them on his knee.
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Special Moves
Two large, advancing punches that juggles at the end. Second punch normally only comes out if the first one hits.
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Special Moves
Bane snatches the opponent out of the air and suplexes them.
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Super Moves
Bane grabs the opponent and hits them with an uppercut that knocks them upward, a second uppercut that hits them skyward even further, then snatches them out of the air and slams them to the ground, and finally tosses them up to break over his knee.
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Batgirl
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Basic Moves
Switches between Punch Blades and Electrified Knuckles. The Punch Blades do moderate punch damage but almost no tick damage. Electrified Knuckles do a bit less punch damage normally but much more to blocking opponents.
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Special Moves
Batgirl flings a bola to entangle the opponent and set them up for further pain.
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Special Moves
Spinning carthweel attack that ends with a spinning backhand.
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Basic Moves
Batgirl detonates a smoke bomb and flings herself straight across the screen.
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Basic Moves
An airborne, shortrange projectile that knocks back airborne opponents and stuns standing opponents.
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Basic Moves
Batgirl detonates a smoke bomb and travels downward at an angle.
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Special Moves
Batgirl tosses a smoke bomb at the ground and disappears behind it, then comes back above the opponent to deliver a kick and then grapple before knocking them away.
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Super Moves
Batgirl stuns the opponent with her Electrified Knuckles, then straps a grappling gadget to them. She then leaps on their back and fires her grapple gun to lift both of them high into the air before releasing them and sending them crashing back to the ground, finishing off with a boot-bladed stomp.
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Batman
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Basic Moves
Batman can use his cape to gain more altitude whilst in the air.
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Basic Moves
Batman surrounds himself with three robo-bats.
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Basic Moves
Flings the Mechanical Bats in the opponent's general direction.
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Special Moves
An airborne, shortrange projectile that knocks back airborne opponents and stuns standing opponents.
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Special Moves
Batman fires his grappling hook up at an angle, and then slams the foe to the ground if he catches them with it.
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Special Moves
Batman covers himself with his cape. If struck by most high or overhead attacks, he responds with a few punches followed by a takedown and ankle-wrenching.
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Special Moves
Batman fires his grappling hook at the enemy, and if he catches them, reels himself in to deliver a powerful kick.
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Super Moves
Batman tosses a gas-filled Batarang at the opponent's feet. Then, he presses some buttons on his gauntlet, and proceeds to shock them with a couple of tasers, following up with a knee to the face and an exploding Batarang. Batman flips out of the way just in time for the the Batmobile to come and flatten the opponent.
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Black Adam
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Basic Moves
Adam summons three revolving electric orbs around him that damage the foe upon contact.
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Special Moves
Adam summons a cloud in the opponent's position, and two more cloud appear above them to strike with lightning.
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Special Moves
Adam lobs a ball of lightning with an overhand arc that detonates after a few seconds. Using directionals as it is thrown will change the trajectory of the ball.
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Special Moves
Adam strikes the ground and draws lightning up, juggling the foe if they're near.
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Special Moves
Adam zaps the foe with a short-range lightning bolt. The lightning only comes out if the opponent is in range to be struck.
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Special Moves
Adam summons a cloud above him that strikes diagonally toward the opponent.
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Special Moves [Close]
A foot dive that goes either straight down or at an angle, depending on which version is used.
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Special Moves [Far]
A foot dive that goes either straight down or at an angle, depending on which version is used.
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Super Moves
Adam lunges forward with an electric punch, then uppercuts the foe, following up with a leaping knee strike and grabbing them. He summons a lightning bolt and tosses them to the ground in time to be hit by it, and then comes down on their body with a stomp.
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Catwoman
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Basic Moves
Each basic attack Catwoman hits with a basic attack, she has a chance to earn a "Scratch". Each hit in a combo increases her possibility of earning one, and performing a successful Feline Evade earns her one automatically. Catwoman can earn up to a total of 5 Scratches. When Cat Scratch is used, she performs an auto-combo that does one hit for each Scratch earned.
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Special Moves
Catwoman dashes past her opponent and guts them with her claws. Causes crumple.
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Special Moves
Catwoman leans back to dodge high attacks and projectiles. If @term=up@ is tapped at the end of the command sequence, she will instead hop slightly, dodging low attacks and projectiles.
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Special Moves
Catwoman gets into a low crouch that can be followed up with additional attacks.
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Basic Moves
Catwoman leaps onto the opponent and slashes them, then kicks them away.
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Super Moves
Catwoman hits her foe with some dust, then proceeds to perform a step-ladder flip kick that knocks the opponent in the air. She flings her whip to grab their neck with it, sending them crashing to the ground. She forces them up with her whip, leaping onto their shoulders for two claw swipes before throwing them with her legs.
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Cyborg
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Basic Moves
Cyborg can regain health for as long as the @term=sbtn@ is held.
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Special Moves
Cyborg blasts from his arm cannon. Ground version is delayable, air version causes recoil.
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Special Moves
Cyborg fires a sonic wave straight up. Delayable, and can be canceled into the standard Sonic Disruptor if @term=down@@term=down@ is pressed during delay.
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Special Moves
Cyborg aims at the ground with a laser sight, and fires off two arcing missiles. Can be delayed, and the trajectory can be changed with @term=backward@ and @term=forward@ during delay.
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Special Moves
Cyborg fires a wave of sound. Can be delayed, and also can be canceled into Up Sonic Disruptor if @term=upup@ is pressed quickly during delay.
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Super Moves
Cyborg punches his opponent with a giant arm, and then blasts them with a giant arm cannon.
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Deathstroke
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Basic Moves
For a short period of time, all of Deathstroke's bullets are unblockable. Following this is a brief cooldown period, where all of his shots will miss.
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Special Moves
Deathstroke whips out a pistol and shoots the opponent in the head.
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Special Moves
Deathstroke curls into a ball with his sword out, leaping toward the opponent and giving an extra strike upon landing for good measure.
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Super Moves
Deathstroke starts with a running sword slash, then slashes the opponent again before tossing his sword into the air. He shoots the opponent twice, then does a flip to kick his falling sword into the opponent. He finishes by unloading many more bullets into the foe.
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Doomsday
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Basic Moves
Doomsday gains a temporary rocky super armor.
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Special Moves
Doomsday leaps up and off the top of the screen, then comes back down with shoulder drop.
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Special Moves
Doomsday grabs the foe out of the air and smashes them against his back.
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Special Moves
Doomsday punches the ground, causing a small shockwave radius around him.
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Super Moves
Doomsday grabs the opponent and lifts them overhead before slamming them into the ground behind him, creating a crater. He then punches them over and over through the crater, to the point where he hits them through the core of the earth and out an ocean on the other side of the planet, then continues to knock them back to the previous battlefield, carrying them high into the air, and slamming them to the ground.
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Green Arrow
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Basic Moves
Green Arrow readies a shot from his bow. This can be delayed indefinitely and he can move, duck, and jump (although with limited flexibility) while holding the arrow. The shot can be canceled with a dash.
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Special Moves
Green Arrow hops backward and fires an explosive arrow at the ground.
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Special Moves
In Justice League: Task Force, Green Arrow fires off an arrow that freezes the opponent. In Injustice: Gods Among Us, it tips his next Take Aim shot with a freezing arrow.
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Special Moves
Tips the next three shots from Green Arrow's Take Aim with powerful flaming arrows that cause knockdown.
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Special Moves
Green Arrow twirls his bow in front of him and then ends with a strong strike.
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Special Moves
Tips the next two shots from Green Arrow's Take Aim with electric arrows that damage more than standard arrows and cause momentary stagger.
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Super Moves
Green Arrow starts off by firing an explosive arrow into the ground, in an attempt to pop the opponent up into the air. Then, he slides under them and fires an arrow tethered to a rope, which wraps around them and slams them back down to the ground. He finishes off by flipping over the enemy whilst firing flaming arrows into them.
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Green Lantern
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Basic Moves
Green Lantern summons his lantern to strengthen his attacks for a short time.
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Special Moves
A fast missile construct projectile. Air version can't be EX'd but flies downward diagonally.
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Special Moves
Green Lantern conjures a construct of a jet turbine and uses it as a battering ram.
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Special Moves
Green Lantern catches his foe with the glow of his ring and slams them on the other side of him. Works against standing as well as jumping opponents.
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Special Moves
Green Lantern summons two rocket constructs above him which fly diagonally downward until they crash into one another, damaging the foe if they are hit by the detonation. Holding @term=backward@ or @term=forward@ after inputting the motion will cause them to detonate earlier or later.
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Super Moves
Green Lantern hops up and casts a glow of light at the foe, and if they are hit by this, they are transported away to be hit by constructs of a giant hammer, two colliding buses, and a fleet of jets.
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Harley Quinn
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Basic Moves
Harley pulls out a random object, each one having a different effect:
Mr. J: A picture of Joker which she kisses, shortly increasing her damage output.
TNT: An explosive tossed a short distance away.
Ivy's Flower: A gift from her bestie Pamela Isley, slowly heals her life meter over a brief period.
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Special Moves
Harley fires down at an angle whilst in the air, which also gives her a tiny bit of hangtime.
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Special Moves
Quick forward movement. Can be canceled with the Tantrum Stance.
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Special Moves
Harley cowers while she fires a blast from an innocent-looking corkgun. Charging the move can make it more powerful, and at full charge, the shot is unblockable. However, a full-charge shot may randomly end up a dud.
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Special Moves
A low drop kick that leaves Harley lying on the ground kicking her legs whimsically. Follow-ups possible.
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Basic Moves
Harley flips forward for a standard cartwheel attack.
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Basic Moves
Harley flips up in a handstand and then attacks with a short slide.
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Basic Moves
Harley fires up at the opponent, and if that first shot hits, she proceeds to fire several more times.
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Super Moves
Harley swings her hammer around and flings it. If the opponent is hit by the swing and/or throw, she runs toward them, feigning a rushing punch, but instead, slides under them with a cake-shaped bomb.
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Hawkgirl
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Basic Moves
Allows Hawkgirl to fly for a short period. She is able to perform all of her regular airborne moves in this mode.
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Special Moves
A mace toss from the air that flies diagonally downward.
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Special Moves
Hawkgirl flings her mace at the foe. Ground version is delayable.
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Special Moves
Hawkgirl flies up, then loops around to fly into the enemy, mace-first.
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Special Moves
Hawkgirl flings her mace at the foe. Ground version is delayable.
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Super Moves
Hawkgirl flies toward the opponent and grabs them, carrying them high into the sky. She drops them and flies offscreen, coming back to rush them with her mace, then sends them back to Earth with another mace strike.
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Killer Frost
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Basic Moves
Hold @term=sbtn@ to fill up the meter. Upon filling, all of Killer Frost's basic and command attacks freeze briefly, for a limited time. The meter filling can be canceled with a dash.
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Command Moves
Killer Frost is capable of gliding through the sky.
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Special Moves
Because an ice user always needs a slide for some reason.
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Special Moves
Killer Frost sends the opponent upward slightly with a gust of air, then impales them with an icicle.
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Super Moves
Killer Frost causes a multi-pronged ice stalagmite to rise out of the ground to impale the foe. She then causes a freezing tornado around herself and the opponent, and creates two spiked ice walls, which move inward and crush the opponent. She finishes off by dropping a spiked ice ceiling on them.
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Lex Luthor
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Basic Moves
Lex gets one hit of super armor. If charged more, he also takes less damage and the shield lasts longer.
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Special Moves
Lex uses a gadget on his suit to pull the opponent toward him, then knock them away.
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Special Moves
Lex tosses a ball into the air, which, after a few seconds, fires at the opponent.
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Special Moves
Lex tosses a mine on the ground, which zaps any foe that steps on it. Holding @term=backward@ or @term=forward@ as the move comes out will change where the mine lands.
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Special Moves
Lex fires an energy blast from a staff. Charging makes it more powerful, but have less range. Full charge is unblockable.
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Special Moves
Lex points at the ground and a laser comes down from the sky to strike the foe.
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Special Moves [Anti-Air]
Lex fires an energy blast from a staff. Charging makes it more powerful, but have less range. Full charge is unblockable.
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Super Moves
Lex starts with a short punching auto-combo, then inputs a sequence on his arm panel. A satellite is shown in space, firing a laser, which Lex catches above his head and lets collect into a massive sphere, then throws it at the opponent.
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Lobo
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Basic Moves
The next blast from Lobo's shotgun (throw and super move included) does more damage.
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Special Moves
Lobo slings his chain-hook into the ground (which can hit opponents) and shoulder-charges to its position.
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Special Moves
Lobo snatches the foe out of the air and swings them around before tossing them.
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Special Moves
Lobo whips out a chain and grabs the foe with the hook, pulling them toward him in time to get shot in the face.
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Special Moves
Lobo swings his chain along the ground to grab the opponent by the feet, them drags them to him and stomps on their face.
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Special Moves
Lobo grabs the opponent by the legs and tosses them high into the air and across the screen.
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Special Moves
A shot from Lobo's shotgun that has more range than any of his command move shots. Quickly pressing @term=backward@ as the move is coming out causes it to hit mid and stun, while pressing @term=down@ has Lobo shoot at their feet.
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Super Moves
Lobo whips his opponent with his chain, then drives onscreen with his motorcycle to hit them, knocking them into the air. He shoots them while they're airborne, then after they fall behind him, he peels off to hit them with the exhaust flames, giving them the (sadly pixelated) finger as he drives away.
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Martian Manhunter
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Basic Moves
For a brief time, all of Manhunter's basic attacks will be stretchy.
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Special Moves
Manhunter blasts the opponent away with telekinetic force.
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Special Moves
Manhunter stretches his arm downward, grabbing the opponent by the ankles for a slam on the opposite site.
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Special Moves
Manhunter summons a burst of energy from the ground. Source can be changed with @term=backward@, @term=forward@, or @term=up@
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Special Moves
Manhunter phases through the ground and comes back up with an uppercut. Tapping @term=down@ before he reappears causes him to come from the sky instead.
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Special Moves
Manhunter summons a bolt of psychic energy from up above, at a downward angle. Pressing @term=backward@, @term=forward@, or @term=up@ changes its destination.
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Special Moves
Manhunter flings a glowing orb onto the screen, which detonates after a few seconds. Distance can be manipulated with @term=backward@, @term=forward@, or @term=up@
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Super Moves
Manhunter starts with a stretchy double helix punch, and the two combatants are transported to Mars. There, Manhunter turns into the opponent for a couple of hits, before turning back uppercutting them into the air. As they sail upward, a giant Manhunter appears to crush the foe between two boulders.
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Nightwing
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Basic Moves
Nightwing switches between his Escrima Sticks and Staff, or vice versa. Escrima is much faster but his strikes have limited range. Staff has longer reach, but limited mobility and low speed.
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Special Moves [Staff]
Nightwing strikes the ground with his staff and damages the foe no matter where they stand. Must be blocked low.
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Super Moves
Nightwing clashes his Escrima Sticks together to make a spark, then leaps on his motorcycle, passing by several times to slash the foe with his spiked gauntlets. He finishes by leaping off the motorcycle and slamming the end of his staff into the foe. Nightwing will be in his Staff style at the end of the move, whether he was or not in the start.
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Raven
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Basic Moves
Raven's Demon Stance unlocks different special moves for a limited time.
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Special Moves
Absorbs projectiles and slightly fills up Raven's super meter.
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Special Moves
Raven levitates the foe and compresses them into a ball with dark energy, which implodes.
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Special Moves [Demon Stance]
Raven conjures up a column of dark energy in the foe's general position. Tapping @term=backward@ or @term=forward@ prior to the move coming out can change its position.
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Super Moves
Raven uses a Negative Mass to transport the opponent to a floating, swirling dimension where they are attacks by three passing demons, then blasted by the eyebeams of Raven's demonic father, Trigon.
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Scorpion
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Throw Moves
Scorpion grabs his opponent in mid-air and spins them a bit before flinging them to the ground.
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Basic Moves
Scorpion surrounds himself in flames for a short time, causing small amounts of unblockable damage to the opponent upon touch. If the move is activated right next to the opponent, they are burned and stunned.
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Special Moves
Scorpion hurls a spear attached by rope at his foe. On contact, the victim is reeled in for further damage. Scorpion automatically uppercuts the foe after reeling them in unless EX'd.
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Special Moves
Scorpion lowers himself to the ground and trips the opponent with his legs.
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Special Moves
Raising his hands, Scorpion summons the flames of Hell from the ground in the opponent's position.
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Special Moves
Scorpion teleports off of the side of the screen and reappears on the other side with a jumping punch.
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Super Moves
Scorpion teleports to the other side of the opponent and delivers a kick that sends them to a patch of land in Hell. Two stone walls rise up, and Scorpion stick his opponent with two Bloody Spears and sets them on fire. Using the spears, he flings the opponent against each wall, then leaps up and slams them against the ground.
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Shazam
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Basic Moves
Lightning strikes Shazam's hands, temporarily boosting the strength of his punching attacks.
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Special Moves
Shazam catches ducking or juggled enemies and leaps high into the air before tossing them to the ground.
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Special Moves
A short dash to a grab attempt, which if successful, is a jumping DDT with a lightning bolt from the sky hitting the opponent at the end.
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Super Moves
Shazam uppercuts the opponent high into the clouds and flies up next to them, giving them two hook punches and an elbow drop that sends them flying downward. He catches them by the ankle before they get too far, and swings them around and around before launching them to the ground.
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Sinestro
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Basic Moves
Holding down the @term=sbtn@ charges Sinestro's Fear Meter. At full charge, a small orb construct follows around Sinestro, firing a small, low-damage projectile every time the @term=sbtn@ is pressed. After three shots, the construct disappears.
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Special Moves
Sort of a reverse projectile, Sinestro stays in place in the air while he summons an axe construct to him from the ground, hitting the opponent if they are in its path.
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Special Moves
Sinestro temporarily binds his opponent with two shackle constructs around their body.
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Special Moves
Sinestro conjures a giant boulder construct from the sky to smash the foe with.
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Special Moves
Sinestro conjures constructs shaped like four spider leg-like appendages and uppercuts the opponent with two of them.
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Super Moves
Sinestro hits the opponent with a large flat projectile, then grabs them with energy from his ring and pulls them through a portal construct. High up in outer space, he uses his ring to crush the opponent with two asteroids, then uses a giant cannon construct to shoot them back to Earth.
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Solomon Grundy
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Basic Moves
Grundy grabs the foe and flings them into the air, then leaps up and slams them back down. This move can be followed up with one of three chains, which do different attacks and bestow Grundy with different buffs. This is, notably, also the only Character Power that allows to be Meter Burned (EX'd).
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Special Moves
Grundy grabs the opponent by the leg and slams them once on each side of him. Grundy gets a damage intake decrease modifier for the rest of the round or until he performs another Pain Chain variation.
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Special Moves
Grundy grabs his opponent and drags them to him, then picks them up and slams them down hard twice. Grundy gets a tick damage intake decrease modifier for the rest of the round or until he performs another Pain Chain variation.
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Special Moves
Grundy picks up his opponent by the face and slams them, then punches them while they're down. Grundy gets a damage increase modifier for the rest of the round or until he performs another Pain Chain variation.
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Special Moves
Grundy grabs his foe and flings them hard behind him, causing them to sail across the screen.
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Special Moves
Grundy approaches for a grab, then delivers a hard headbutt.
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Special Moves
Grundy pulls a cleaver out of his back and makes a turning slash.
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Special Moves
Grundy stomps the ground and a patch of swamp water appears beneath the opponent, and they are attacked by zombie hands coming from the bog.
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Special Moves
Grundy expels a green cloud around him, which delivers very low, unblockable damage to the opponent if they touch him while the cloud is there.
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Special Moves
Grundy snatches the opponent from the sky and tosses them to the ground.
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Super Moves
Grundy's walk speed increases and he gains Super Armor for a limited time. All of his attack options turn into a trigger for the rest of his super move; a grab that is followed by a slash from one of the weapons in his back, a jumping throw, and finally, smashing the opponent over the head with his own gravestone.
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Superman
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Basic Moves
For a short period, Superman's attacks do more damage and ignore armor.
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Special Moves
Superman fires an eyebeam that sweeps the arena floor.
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Special Moves
Superman sweeps the opponent with his hand, flipping them onto their back.
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Special Moves
Superman leaps upward at an angle and grabs the foe if he comes in contact with them, be they on the ground or in the air, and slams them behind them.
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Super Moves
Superman flies across the screen in an attempt to grab his enemy. If successful, he uppercuts them into orbit, flies up next to them, then knocks them back to earth with a hammer punch.
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The Flash
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Basic Moves
For a short period of time, the screen gets a yellowish tint and the opponent's movement is considerably slowed down.
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Special Moves
Flash charges through the air to deliver an elbow to the opponent.
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Special Moves
Flash fazes around most projectiles and basic attacks.
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Special Moves
Flash gets down in a three-point stance, opening up for attack options. Dashing cancels the stance, and if no attacks are attempted for a few seconds, he will automatically dash forward out of the stance.
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Special Moves [Delayed]
Flash leaps up and comes back down to strike the ground with his fist, damaging the opponent if they're in the way. The trajectory of the move can be modified with @term=backward@ and @term=forward@ as the move is coming out.
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Special Moves
Flash charges through the air to deliver an elbow to the opponent.
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Special Moves
Flash leaps up and comes back down to strike the ground with his fist, damaging the opponent if they're in the way. The trajectory of the move can be modified with @term=backward@ and @term=forward@ as the move is coming out.
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Special Moves
Flash takes a step and delivers a very fast kick. If delaying the move, it can be canceled by dashing.
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Special Moves
Flash leaps up and comes back down to strike the ground with his fist, damaging the opponent if they're in the way. The trajectory of the move can be modified with @term=backward@ and @term=forward@ as the move is coming out.
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Super Moves
The Flash rushes forward to hit the opponent, then runs around the world to deliver a particularly nasty uppercut, and then leaps up and spikes the foe back to the ground.
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The Joker
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Basic Moves
Joker's Wild is a parry that counteracts a basic attack by stabbing the opponent in the chest with a knife, followed by kicking them off of the knife. Each time the parry is successful, Joker gets a "Ha!", up to three total. Each Ha! increases his movement speed and jumping range slightly.
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Special Moves
The Joker swings his crowbar with an overhead arc, knocking the opponent down, then proceeds to hit them twice more.
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Special Moves
Joker chucks a canister of gas with a lazy overhead arc.
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Special Moves
The Joker kicks a canister of gas across the ground.
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Special Moves
The Joker tosses some wind-up teeth slightly in front of him, which detonate after a second. Trajectory of the toss can be changed by tapping @term=backward@ or @term=forward@ before they are thrown.
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Special Moves
The Joker fires a long-barreled revolver. If delayed, it can be canceled by dashing.
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Super Moves
The Joker starts off by throwing a pie at the opponent's face. As they struggle to get the pie off, he approaches to hit them twice with his crow bar, then shoots them in the face with his revolver, following up with an overhead strike from his gas canister, and then finally, firing a close-range bazooka at them.
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Wonder Woman
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Basic Moves
Wonder Woman swaps between her lasso and her sword/shield combo, or vice versa.
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Special Moves [Lasso]
Wonder Woman whips forward her lasso and pulls the opponent toward her to lash out with an uppercut.
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Special Moves [Sword]
A swipe with the shield that turns into a parry if she is struck high whilst doing the move. After the initial strike of the parry, additional hits can be added.
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Super Moves
Wonder Woman smashes the opponent with her shield, then holds them in place with her lasso. Two Amazonian warriors appear - one knees the opponent in the back hard, and the other bashes them with a club. Wonder Woman yanks on her lasso, pulling her opponent toward her to slash them upward.
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Zatanna
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Basic Moves
Zatanna dons her top hat and wand for a short time, removing her ability to jump, but opening up new attack possibilities. She can also still use her teleport spells in this stance, but none of her other specials.
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Special Moves
Zatanna kicks twice, then turns and kicks a third time.
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Special Moves
Zatanna reverses her opponent's controls for a brief period.
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Special Moves
Zatanna flings a metal ring at the foe. Tapping @term=up@ or @term=down@ will curve the projectile's trajectory slightly.
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Special Moves
Zatanna blows a kiss that turns into a firey cloud.
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Special Moves
Zatanna turns into a glowy outline and conjures two duplicates as decoys. By default, she is the one in the middle, but by tapping @term=backward@ or @term=forward@ before the spell comes out, she can shift position.
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Special Moves
Basic teleport. Zatanna's position can be adjusted by pressing @term=backward@ or @term=forward@ before she reappears.
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Special Moves
Zatanna appears to teleport, but remains in the same position.
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Special Moves
Zatanna levitates briefly. She can follow up with any of her air specials from here.
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Super Moves
Zatanna smacks her opponent with her wand, then levitates both herself and her opponent into a magic funnel. She encases them with a magic cage, then sends them crashing to the ground.
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Zod
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Basic Moves
Zod calls forth a detainee of the Phantom Zone to float behind the opponent for a brief time. It can attack the foe at his command.
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Command Moves
The Phantom Wraith grabs the opponent and bites them before disappearing.
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Special Moves
Zod flies across the screen to grab the opponent, then slams them to the ground.
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Special Moves
A forearm strike charged with Phantom Zone energy that knocks the opponent back.
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Special Moves
Zod fires a large pulse wave from a rifle. Pressing @term=backward@ or @term=forward@ before the blast goes out will determine the attack's speed.
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Special Moves
Zod aims his heat vision on a spot on the ground. Charging the move increases its duration and strength, as well as produces an explosion that launches when charged to maximum. The trajectory of the move can be modified by tapping @term=backward@ or @term=forward@ before the move comes out.
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Special Moves
Zod parries overhead and high attacks with a bone-breaking series of joint locks.
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Super Moves
Zod races forward to grab the foe, then flies them up into space, smashing them through one side of the moon and out the other, before sending them back to Earth with a heat vision blast.
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