MKKomplete - Injustice: Gods Among Us (2013) - Move List/Bios - Alternate Inputs - Xbox 360/PlayStation 3/Wii U (Universal) Choose Your Game

Move List/Bios - Alternate Inputs - Xbox 360/PlayStation 3/Wii U (Universal)
The FlashNightwingBatmanThe JokerHarley QuinnSolomon Grundy
CyborgGreen ArrowSupermanLex LuthorCatwomanDeathstroke
RavenAquamanWonder WomanAresKiller FrostDoomsday
HawkgirlSHAZAM!Green LanternSinestroBlack AdamBane
LoboBatgirlScorpionGeneral ZodMartian ManhunterZatanna

You can e-mail corrections/additions to The Webmaster
Last updated: 11/22/13

Key:
U = Up/Jump
D = Down/Crouch/Low Block
F = Forward/Toward
B = Back/Away/Block
Dash: F F
Back Dash: B B
Uppercut: (D+Medium Attack)
Sweep: (D+Heavy Attack)
Pause/Movelist: START

Universal:
Light Attack = Light Attack
Medium Attack = Medium Attack
Heavy Attack = Heavy Attack
Character Power = *Character Power
Throw = **Throw
Stage Interaction = Stage Interaction
Flip Stance = Flip Stance
Meter Burn = Meter Burn
Super Move = Super Move
Xbox 360:
Light Attack = X
Medium Attack = Y
Heavy Attack = A
Character Power = B
Throw = LB/(X+A)
Stage Interaction = RB/(X+Y)
Flip Stance = LT
Meter Burn = RT
Super Move = (LT+RT)/(Y+A+RT)
PlayStation 3:
Light Attack =
Medium Attack = Δ
Heavy Attack = X
Character Power = O
Throw = L1/(+X)
Stage Interaction = R1/(+Δ)
Flip Stance = L2
Meter Burn = R2
Super Move = (L2+R2)/(Δ+X+R2)
Wii U:
Light Attack = Y
Medium Attack = X
Heavy Attack = B
Character Power = A
Throw = L/(Y+B)
Stage Interaction = R/(Y+X)
Flip Stance = ZL
Meter Burn = ZR
Super Move = (ZL+ZR)/(X+B+ZR)

*Weapon Switch/Gadget Deploy/Throw depending on character
** Forward Throw = (F+Throw)/(F+Light Attack+Heavy Attack)
** Reverse Throw = (B+Throw)/(B+Light Attack+Heavy Attack)
** Throw Reversal = Throw
Level Transition = (B+Heavy Attack)
Clash Breaker = (F+Meter Burn) (During Combo, when you're on your second red health bar)
Block Escape = Meter Burn immediately after blocked move (Costs 1 Meter)
Bounce Cancel = F F/B B Meter Burn (Costs 2 Meters) (During Combo)
Attack Counter = Special Move after Blocked Attack
Wakeup Attack = Special Move as you rise form being knocked down
Tech Roll = Light Attack/Medium Attack/Heavy Attack/Character Power when hitting ground

Selectable Characters:

Aquaman Aquaman
Fighter Type: Power Based
Info:
First Appearance: (Orin/Arthur Curry) More Fun Comics #73 (1941)
Alignment: Hero
Bio:
Born to a human father and Atlantean mother, the hybrid Arthur Curry is the rightful heir to the throne of Atlantis, and has sworn to protect the surface world against the monstrous dangers of the deep.
Special Moves (Default):
* Trident Rush: D F Light Attack
* From the Deep: D B Medium Attack
* Water Shield: D D Heavy Attack
Trident Scoop: D B Light Attack
Trident Toss: B F Medium Attack
Special Moves (Alternate):
* Trident Rush: D DF F Light Attack
* From the Deep: D DB B Medium Attack
* Water Shield: D D Heavy Attack
Trident Scoop: D DB B Light Attack
Trident Toss: B DB D DF F Medium Attack
Character Power:
Water of Life: Character Power
While under the effects of the Water of Life, Aquaman recovers from reactions more quickly, allowing him to slip out of combos or attacks more easily.
Super Move:
Atlantean Rage: (Flip Stance+Meter Burn)
Summoning the full fury of the Seven Seas, Aquaman strikes the opponent with Neptune's Trident before summoning a massive tidal wave that engulfs his opponent.
Ares Ares
Fighter Type: Power Based
Info:
First Appearance: Wonder Woman #1 (1942)
Alignment: Villain
Bio:
The Greek god of war, Ares, thrives on conflict. Thus, he does everything he can to stoke the fires of mankind's wars, much to the consternation of Wonder Woman and her fellow Amazons.
Special Moves (Default):
* Phase Shifter: D B Light Attack
* God Smack: D D Medium Attack
* God Smack - Close: D D Medium Attack, B
* God Smack - Far: D D Medium Attack, F
* Dark Energy: D F Light Attack
Warp Transmission - Behind: D F Heavy Attack
Warp Transmission - Front: D B Heavy Attack
Special Moves (Alternate):
* Phase Shifter: D DB B Light Attack
* God Smack: D D Medium Attack
* God Smack - Close: D D Medium Attack, B
* God Smack - Far: D D Medium Attack, F
* Dark Energy: D DF F Light Attack
Warp Transmission - Behind: D DF F Heavy Attack
Warp Transmission - Front: D DB B Heavy Attack
Character Power:
Weapons of War: Character Power
Ares can call upon the might of his two favorite weapons (his razor sharp blade or crushing battle axe) and manipulate them to strike at his opponents.

Straight Sword: Character Power
Downward Sword: Character Power, U
Rising Sword: Character Power, D
Straight Axe: (B+Character Power)
Downward Axe: (B+Character Power), U
Rising Sword: (B+Character Power), D

(Try Holding Character Power to charge weapon attacks)
Super Move:
Annihilator: (Flip Stance+Meter Burn)
Ares attacks with a massive swords strike before summoning an ancient undead army to unleash a volley of arrows at his opponent. While reeling from the attack Ares grows and brings down the full force of his powers as the God of War.
Bane Bane
Fighter Type: Power Based
Info:
First Appearance: Batman: Vengeance of Bane #1 (1993)
Alignment: Villain
Bio:
Growing up in Santa Prisca Pena Dura prison, the intellectually gifted Bane was educated in the ways of crime. He was subjected to experiments with the drug Venom, which gave him super strength.
Special Moves (Default):
* Body Press: D B F Heavy Attack (Next to Opponent)
* Raging Charge: B F Light Attack
* Double Punch: B F Medium Attack
* Venom Uppercut: D B Medium Attack
Ring Slam: D B Light Attack (Anti-Air)
Special Moves (Alternate):
* Body Press: D DB B DB D DF F Heavy Attack (Next to Opponent)
* Raging Charge: B DB D DF F Light Attack
* Double Punch: B DB D DF F Medium Attack
* Venom Uppercut: D DB B Medium Attack
Ring Slam: D DB B Light Attack (Anti-Air)
Character Power:
Venom Boost: Character Power
Bane can dose himself with 1, 2, or 3 levels of Venom, (even while attacking) increasing his overall damage per dose and adding armor to his special attacks. When the buff wears off Bane will become weakened. While will inflict less damage, take more damage, and will move at a slower speed. This weakness is intensified based on the amount of Venom used.
Super Move:
Break The Bat: (Flip Stance+Meter Burn)
After juicing himself with a powerful dose of Venom, Bane attempts an unblockable grab. If successful, Bane delivers a series of crushing blows before finishing them off with a devastating backbreaker that would cripple even the mightiest of heroes.
Batman Batman
Fighter Type: Gadget Based
Info:
First Appearance: (Bruce Wayne) Detective Comics #27 (1939)
Alignment: Hero
Bio:
After seeing 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.
Special Moves (Default):
* Straight Grapple: D F Light Attack
* Sky Grapple: D B Light Attack
* Batarang: B F Medium Attack
* Up Batarang: D B Medium Attack
* Slide Kick: B F Heavy Attack
Scatter Bombs: D B Medium Attack (In Air)
Cape Parry: D B Heavy Attack
Special Moves (Alternate):
* Straight Grapple: D DF F Light Attack
* Sky Grapple: D DB B Light Attack
* Batarang: B DB D DF F Medium Attack
* Up Batarang: D DB B Medium Attack
* Slide Kick: B DB D DF F Heavy Attack
Scatter Bombs: D DB B Medium Attack (In Air)
Cape Parry: D DB B Heavy Attack
Character Power:
Double Jump: (U+B)/(U+F)
Mechanical Bats: Character Power
Batman calls down a group of up to 3 mechanical bats that hover around his body.
Release the Bats: Character Power
Pressing Character Power will send the mechanical bats at the opponent as projectiles and can be used in any non-reaction situation to inflict damage and set up combo opportunities.
Bat Swarm: (D+Character Power)
If all 3 mechanical bats are active, Batman can form a shield of razor sharp bats that can hit the opponents, destroying the bats.
Super Move:
The Dark Knight: (Flip Stance+Meter Burn)
Batman throws a special, gas filled Batarang at his opponent's current location, stunning them for a short time before delivering a series of attacks followed up with a devastating hit and run from the Batmobile.
Black Adam Black Adam
Fighter Type: Power Based
Info:
First Appearance: The Marvel Family # 1 (1945)
Alignment: Villain
Bio:
Teth Adam's power comes from yelling the word "SHAZAM!" This imbues Adam with the powers of six gods and heroes of the ancient world. He rules his nation of Kahndaq with an iron fist.
Special Moves (Default):
* Lightning Storm: D F Light Attack
* Black Magic: D B Light Attack
* Lightning Cage: D B Heavy Attack
* Lightning Strike: D F Medium Attack
* Boot Stomp - Close: D B Heavy Attack (In Air)
* Boot Stomp - Far: D F Heavy Attack (In Air)
Lightning Bomb: D B Medium Attack
Lightning Bomb - Close: D B Medium Attack, B
Lightning Bomb - Far: D B Medium Attack, F
Special Moves (Alternate):
* Lightning Storm: D DF F Light Attack
* Black Magic: D DB B Light Attack
* Lightning Cage: D DB B Heavy Attack
* Lightning Strike: D DF F Medium Attack
* Boot Stomp - Close: D DB B Heavy Attack (In Air)
* Boot Stomp - Far: D DF F Heavy Attack (In Air)
Lightning Bomb: D DB B Medium Attack
Lightning Bomb - Close: D DB B Medium Attack, B
Lightning Bomb - Far: D DB B Medium Attack, F
Character Power:
Orbs of Seth: Character Power
Black Adam summons three orbs of lightning that revolve around his body for a limited amount of time. Each Orb of Seth can strike the opponent independently for minor damage.
Super Move:
Teth-Adam: (Flip Stance+Meter Burn)
Black Adam calls upon the powers of ancient Egyptian gods and goddesses to deliver a series of shocking blows to his opponent.
Catwoman Catwoman
Fighter Type: Gadget Based
Info:
First Appearance: (Selina Kyle) Batman #1 (1940)
Alignment: Villain
Bio:
Master thief Selina Kyle has won the hearts of many men - including Batman. She sides with law and order when it suits her, but rarely lets her feelings for the Dark Knight interfere with her life of crime.
Special Moves (Default):
* Cat Claws: B F Light Attack
* Cat Dash: B F Medium Attack
Straight Whip: D F Light Attack
Up Whip: D B Light Attack (Anti-Air)
Feline Evade - High: D B Medium Attack
Feline Evade - Low: D B Medium Attack, U
Cat Stance: D D Heavy Attack
   Light Attack = Cartwheel
   Medium Attack = Up Whip
   Heavy Attack = Pounce
Special Moves (Alternate):
* Cat Claws: B DB D DF F Light Attack
* Cat Dash: B DB D DF F Medium Attack
Straight Whip: D DF F Light Attack
Up Whip: D DB B Light Attack (Anti-Air)
Feline Evade - High: D DB B Medium Attack
Feline Evade - Low: D DB B Medium Attack, U
Cat Stance: D D Heavy Attack
   Light Attack = Up Whip
   Medium Attack = Cartwheel
   Heavy Attack = Pounce
Character Power:
Cat Scratch: Character Power
Each time Catwoman lands a basic attack she has a chance to have 1 Scratch added to her Scratch Meter. The chances of a Scratch being awarded increases with each hit of a combo. Pressing Character Power will perform a damaging combo, with each scratch adding an additional hit, up to a maximum of 5 hits.
Super Move:
Nine Lives: (Flip Stance+Meter Burn)
Catwoman tosses a handful of blinding powder into the face of the opponent and turns her victim into her own personal scratching post.
Cyborg Cyborg
Fighter Type: Power Based
Info:
First Appearance: (Victor "Vic" Stone) DC Comics Presents #26 (1980)
Alignment: Hero
Bio:
Part man, part machine, Victor Stone is able to shift his cybernetic body parts into whatever tech he requires. A member of Justice League, Cyborg is one of crime's most formidable enemies.
Special Moves (Default):
* Nova Blaster: B F Light Attack (Also in Air)
   Delay: (Hold Light Attack)
* Power Fist: D B Light Attack
* Techno Tackle: B D F Heavy Attack
Sonic Disruptor: D F Medium Attack
   Delay: (Hold Medium Attack)
   Cancel: B B/F F
   Cancel into Up Disruptor: U U
Sonic Disruptor - Up: D B Medium Attack
   Delay: (Hold Medium Attack)
   Cancel: B B/F F
   Cancel into Disruptor: D D
Target Acquired: D D Heavy Attack
   Delay: (Hold Heavy Attack)
   Cancel: B B/F F
Target Acquired - Close: D D Heavy Attack, B
   Delay: (Hold Heavy Attack)
   Cancel: B B/F F
Target Acquired - Far: D D Heavy Attack, F
   Delay: (Hold Heavy Attack)
   Cancel: B B/F F
Grapple - Forward: D UF
Grapple - Back: D UB
Special Moves (Alternate):
* Nova Blaster: B DB D DF F Light Attack (Also in Air)
   Delay: (Hold Light Attack)
* Power Fist: D DB B Light Attack
* Techno Tackle: B DB D DF F Heavy Attack
Sonic Disruptor: D DF F Medium Attack
   Delay: (Hold Medium Attack)
   Cancel: B B/F F
   Cancel into Up Disruptor: U U
Sonic Disruptor - Up: D DB B Medium Attack
   Delay: (Hold Medium Attack)
   Cancel: B B/F F
   Cancel into Disruptor: D D
Target Acquired: D D Heavy Attack
   Delay: (Hold Heavy Attack)
   Cancel: B B/F F
Target Acquired - Close: D D Heavy Attack, B
   Delay: (Hold Heavy Attack)
   Cancel: B B/F F
Target Acquired - Far: D D Heavy Attack, F
   Delay: (Hold Heavy Attack)
   Cancel: B B/F F
Grapple - Forward: D UF
Grapple - Back: D UB
Character Power:
Repair Circuit: Character Power
Holding Character Power will allow Cyborg to rapidly repair his damaged system, restoring health for as long Cyborg remains in his state. Cyborg can cancel out of Repair Circuit by performing a Special Attack. Cyborg can immediately cancel the Repair Circuit by Dashing Forwards or Backwards.
Super Move:
Target Lock: (Flip Stance+Meter Burn)
Cyborg performs a dashing punch with his power fist before unleashing his ultimate weapon on his dazed opponent.
Deathstroke Deathstroke
Fighter Type: Gadget Based
Info:
First Appearance: (Slade Wilson) New Teen Titans #2 (1980)
Alignment: Villain
Bio:
Volunteering for a U.S. military experiment that almost killed him, Slade Wilson found his physiology enhanced to a super-human degree. Dishonorably discharged, Slade became the world's most feared assassin.
Special Moves (Default):
* Quick Fire: D F Light Attack (Also in Air)
* Low Shots: B D Light Attack
* Machine Gun: D F Medium Attack
* Machine Gun - Upward: D B Medium Attack
* Sword Spin: D B Heavy Attack (Press D after Meter Burn for Low Sword Spin)
Sword Flip: D F Heavy Attack
Special Moves (Alternate):
* Quick Fire: D DF F Light Attack (Also in Air)
* Low Shots: D DB B Light Attack
* Machine Gun: D DF F Medium Attack
* Machine Gun - Upward: D DB B Medium Attack
* Sword Spin: D DB B Heavy Attack (Press D after Meter Burn for Low Sword Spin)
Sword Flip: D DF F Heavy Attack
Character Power:
Enhanced Reflexes: Character Power
Deathstroke enters a more focused, relaxed stance allowing all of his gunshots to become unblockable for a time. After his focus has expired, Deathstroke is unable to concentrate and all gunshots attacks will automatically miss his opponent.
Super Move:
Eye For An Eye: (Flip Stance+Meter Burn)
Deathstroke performs a quick long range dashing sword slash that stuns the opponent long enough to follow up with some attacks from his favorite loadout of weapons.
Doomsday Doomsday
Fighter Type: Power Based
Info:
First Appearance: Superman: The Man of Steel #18 (1992)
Alignment: Villain
Bio:
Bred to be the ultimate killing machine, Doomsday originated on Krypton, long before Superman's race was born. Besides giving him super powers, Doomsday's DNA contains an innate hatred for all life.
Special Moves (Default):
* Air Snatch: D F Light Attack (Anti-Air)
* Venom: D F Heavy Attack
* Venom - Upward: D B Heavy Attack
* Earth Shake: D F Medium Attack
* Supernova: D B Medium Attack
Special Moves (Alternate):
* Air Snatch: D DF F Light Attack (Anti-Air)
* Venom: D DF F Heavy Attack
* Venom - Upward: D DB B Heavy Attack
* Earth Shake: D DF F Medium Attack
* Supernova: D DB B Medium Attack
Character Power:
Doom To All: Character Power
The Doom to All augments Doomsday's already resilient body with a layer of rock-hard armor that prevents him from being knocked down or launched for a short period of time.
Super Move:
Mass Destruction: (Flip Stance+Meter Burn)
Starting with a quick, short range grab, the Mass Destruction sends Doomsday and the opponent plowing through the core of the planet.
The Flash The Flash
Fighter Type: Gadget Based
Info:
First Appearance: (Barry Allen) Showcase #4 (1956)
Alignment: Hero
Bio:
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.
Special Moves (Default):
* Speed Dodge: D B Light Attack
* Lightning Charge: B F Medium Attack
* Lightning Kick: D F Light Attack
   Delay: (Hold Light Attack)
* Sonic Pound: D F Heavy Attack
* Sonic Pound - Close: D F Heavy Attack, B
* Sonic Pound - Far: D F Heavy Attack, F
Flying Uppercut: D B Heavy Attack
Running Man Stance: D D Medium Attack
   (F+Light Attack) = *Lighting Charge
   (F+Medium Attack) = Sonic Pound
   (F+Heavy Attack) = Charging Slide
Special Moves (Alternate):
* Speed Dodge: D DB B Light Attack
* Lightning Charge: B DB D DF F Medium Attack
* Lightning Kick: D DF F Light Attack
   Delay: (Hold Light Attack)
* Sonic Pound: D DF F Heavy Attack
* Sonic Pound - Close: D DF F Heavy Attack, B
* Sonic Pound - Far: D DF F Heavy Attack, F
Flying Uppercut: D DB B Heavy Attack
Running Man Stance: D D Medium Attack
   (F+Light Attack) = Lighting Charge
   (F+Medium Attack) = Sonic Pound
   (F+Heavy Attack) = Charging Slide
Character Power:
Time Loop: Character Power
The Flash begins to move at such an incredible speed that his opponent's movements look much slower in comparison. For a short amount of time this affords The Flash the ability to land combos that are not normally possible and generally make it harder for the opponent to mount an offense or defense.
Super Move:
Speed Zone: (Flip Stance+Meter Burn)
The Flash performs an incredibly fast running punch that begins a series of laps around the planet  to build up energy that is delivered to the opponent in a series of powerful strikes.
Green Arrow Green Arrow
Fighter Type: Gadget Based
Info:
First Appearance: (Oliver Queen) More Fun Comics #73 (1941)
Alignment: Hero
Bio:
A modern day Robin Hood, former billionaire Oliver Queen acts on his progressive beliefs and ideals. As Green Arrow, his arsenal of trick arrows reflects his personality.
Special Moves (Default):
* Sky Alert: D B Light Attack (Anti-Air)
* Dead On: D B Light Attack (In Air)
* Savage Blast: D B Medium Attack
* Stinger: B F Heavy Attack
* Up Haven Blast: D F Medium Attack (Anti-Air)
Hurricane Bow: D F Light Attack
Special Moves (Alternate):
* Sky Alert: D DB B Light Attack (Anti-Air)
* Dead On: D DB B Light Attack (In Air)
* Savage Blast: D DB B Medium Attack
* Stinger: B DB D DF F Heavy Attack
* Up Haven Blast: D DF F Medium Attack (Anti-Air)
Hurricane Bow: D DF F Light Attack
Character Power:
Take Aim: Character Power
Holding Character Power will ready an arrow from Green Arrow's quiver. Green Arrow can walk, crouch and jump while readying a shot. The arrow can be fired by releasing Character Power. Dashing Forwards or Backwards will cancel the shot.
Frozen Arrow: D B Character Power
Loads Green Arrow's quiver with a single Frozen Arrow. The Frozen Arrow is slow but will freeze the opponent for follow-up attacks or combos. The arrow can be fired by releasing Character Power. Dashing Forwards or Backwards will cancel the shot.
Electric Arrow: D F Character Power
Loads Green Arrow's quiver with 2  Electric Arrows. The Electric Arrow is incredibly fast and deals additional damage. The arrow can be fired by releasing Character Power. Dashing Forwards or Backwards will cancel the shot.
Burning Arrow: D D Character Power
Loads Green Arrow's quiver with 3 Burning Arrows. The Burning Arrow is powerful and knocks down on impact. The arrow can be fired by releasing Character Power. Dashing Forwards or Backwards will cancel the shot.
Super Move:
Arsenal Assault: (Flip Stance+Meter Burn)
Green Arrow fires an explosive arrow into the ground at midrange in an attempt to catch the opponent before following up with a series of acrobatic arrow shots.
Green Lantern Green Lantern
Fighter Type: Power Based
Info:
First Appearance: (Hal Jordan) Showcase #22 (October 1959)
Alignment: Hero
Bio:
A former test pilot, Hal Jordan was chosen to join the Green Lantern Corps because of his fearless heroic nature. His power ring, which he uses to create anything he can think of, is powered by his will.
Special Moves (Default):
* Oa's Rocket: B F Light Attack (Also in Air)
* Rocket Power: D B Medium Attack
* Rocket Power - Close: D B Medium Attack, B
* Rocket Power - Far: D B Medium Attack, F
* Lantern's Might: D B Light Attack
* Minigun: B F Medium Attack
* Turbine Smash: B F Heavy Attack (Also in Air)
Special Moves (Alternate):
* Oa's Rocket: B DB D DF F Light Attack (Also in Air)
* Rocket Power: D DB B Medium Attack
* Rocket Power - Close: D DB B Medium Attack, B
* Rocket Power - Far: D DB B Medium Attack, F
* Lantern's Might: D DB B Light Attack
* Minigun: B DB D DF F Medium Attack
* Turbine Smash: B DB D DF F Heavy Attack (Also in Air)
Character Power:
Green Lantern's Light: Character Power
Green Lantern's Light bathes Hal Jordan in green energy which increases Hal's overall damage and amplifies the power of many of his Special Moves (Default).
Super Move:
Beware My Power: (Flip Stance+Meter Burn)
Green Lantern releases a powerful blast of energy directly around his location, that if landed, teleports both Hal and his victims to Oa where he devastates them with a series of construct weapons.
Harley Quinn Harley Quinn
Fighter Type: Gadget Based
Info:
First Appearance: (Harleen Frances Quinzel) The Batman Adventures #12 (1993)
Alignment: Villain
Bio:
Harleen Quinzel was a psychiatrist who fell in love with her patient: The Joker. Intoxicated by him, she adopted the Harley Quinn persona and helps in his criminal pursuits.
Special Moves (Default):
* Pop Pop: D B Medium Attack
    Charge: (Hold Medium Attack)
* Line of Fire: D F Light Attack
* Heads Up: D B Light Attack (Anti-Air)
* Oopsy Daisy: D B Light Attack (In Air)
* Cupcake Bomb: B F Medium Attack
* Play Doctor: D B F Light Attack (Next to Opponent)
Silly Slide: B F Heavy Attack
Tantrum Stance: D B Heavy Attack
   Light Attack = Forward Cartwheel
   Medium Attack = Hand Stand
   Heavy Attack = Bullet Frenzy
   F = Forward Somersault
   B = Backward Somersault
Special Moves (Alternate):
* Pop Pop: D DB B Medium Attack
    Charge: (Hold Medium Attack)
* Line of Fire: D DF F Light Attack
* Heads Up: D DB B Light Attack (Anti-Air)
* Oopsy Daisy: D DB B Light Attack (In Air)
* Cupcake Bomb: B DB D DF F Medium Attack
* Play Doctor: B DB D DF F Light Attack (Next to Opponent)
Silly Slide: B DB D DF F Heavy Attack
Tantrum Stance: D DB B Heavy Attack
   Light Attack = Forward Cartwheel
   Medium Attack = Hand Stand
   Heavy Attack = Bullet Frenzy
   F = Forward Somersault
   B = Backward Somersault
Character Power:
Bag-O-Tricks: Character Power
Befitting of Harley's fractured psyche and reliance on gimmicky gadgets to defeat opponents, her Character Power is a random sampling of various odds and ends that can heal, harm or buff.

Mr. J
A framed picture of Harley's cherished Mr. J boosts her damage outputs for a short time.

TNT
Surprised, Harley pulls a ticking bundle of dynamite from her Bag-O-Tricks that deals heavy damage to an opponent caught in the blast radius.

Ivy's Flower
A gift from Poison Ivy, this potent flower will heal a small amount of damage over time.
Super Move:
Mallet Bomb: (Flip Stance+Meter Burn)
Harley Quinn is usually good for a laugh, but there is nothing funny about her full screen Super Move! It allows for the continuation of a juggle combo after it connects!
Hawkgirl Hawkgirl
Fighter Type: Power Based
Info:
First Appearance: All Star Comics #5 (June 1941)
Alignment: Hero
Bio:
Shiera Hall is the reincarnated princess Chay-Ara. With the aid of Nth Metal, an alien, magic-based substance, she fights crimes as the fearsome Hawkgirl.
Special Moves (Default):
* Mace Charge: B F Medium Attack
* Mace Charge: B F Medium Attack (In Air)
* Mace Toss: D B Light Attack
* Mace Toss - Straight: D F Light Attack (In Air)
* Mace Toss - Downward: D B Light Attack (In Air)
Heavenward Stomp: (D+Heavy Attack) (In Air)
Wing Evade: D B Medium Attack
Special Moves (Alternate):
* Mace Charge: B DB D DF F Medium Attack
* Mace Charge: B DB D DF F Medium Attack (In Air)
* Mace Toss: D DB B Light Attack
* Mace Toss - Straight: D DF F Light Attack (In Air)
* Mace Toss - Downward: D DB B Light Attack (In Air)
Heavenward Stomp: (D+Heavy Attack) (In Air)
Wing Evade: D DB B Medium Attack
Character Power:
Soaring Hawk: Character Power
Hawkgirl uses the power of Nth metal to initiate her Soaring Hawk flight stance. Hawkgirl is able to navigate while flying and perform additional attacks.

Fly Up: U
Fly Down: D
Fly Towards: F
Fly Away: B
Mace Jab: Light Attack
Flip Kick: Medium Attack
Double Kick: Heavy Attack
Super Move:
The Power of Nth: (Flip Stance+Meter Burn)
Hawkgirl performs a dashing grab and takes to the skies with her opponent, releasing them to tumble back to the ground (but not before pulling a little mace to the face)!
The Joker The Joker
Fighter Type: Gadget Based
Info:
First Appearance: Batman #1 (1940)
Alignment: Villain
Bio:
A chemical accident turned an unknown small time criminal into the Clown Prince of Crime, The Joker. More crazed killer than goofy clown, this super-villain's only goal is to kill his nemesis, Batman.
Special Moves (Default):
* Crowbar: B F Heavy Attack
* Laughing Gas: D B Light Attack
* Rolling Laughing Gas: D B Medium Attack
BANG!: D F Light Attack
Chattering Teeth: D B Heavy Attack
Chattering Teeth - Mid: D B Heavy Attack, U
Chattering Teeth - Far: D B Heavy Attack, F
Acid Blossom: B F Medium Attack
Special Moves (Alternate):
* Crowbar: B DB D DF F Heavy Attack
* Laughing Gas: D DB B Light Attack
* Rolling Laughing Gas: D DB B Medium Attack
BANG!: D DF F Light Attack
Chattering Teeth: D DB B Heavy Attack
Chattering Teeth - Mid: D DB B Heavy Attack, U
Chattering Teeth - Far: D DB B Heavy Attack, F
Acid Blossom: B DB D DF F Medium Attack
Character Power:
Joker's Wild:Character Power
Joker's Wild can be used to parry high or low attacks and retaliate with a quick knife strike Each successful parry will increase The Joker's HA! Meter by 1 (up to a maximum of 3). For each HA! The Joker gains slightly increase movement speed.
Super Move:
Let's Be Serious: (Flip Stance+Meter Burn)
The Joker's Super Move begins with an incredibly fast pie-based projectile that staggers the opponent if it connects, setting up a furious barrage of crowbar strikes and other attacks with various gadgets hidden in his jacket.
Killer Frost Killer Frost
Fighter Type: Gadget Based
Info:
First Appearance: Firestorm # 3 (1978)
Alignment: Villain
Bio:
Dr. Louise Lincoln was devastated when her friend and colleague, the original Killer Frost, was killed. She duplicated Crystal Frost's experiments and acquired her freezing power.
Special Moves (Default):
* Frostbite: D B Light Attack (Parry)
* Iceberg: D B Medium Attack
* Flash Freeze: D B F Medium Attack (Next to Opponent)
Black Ice: B D Heavy Attack
Frozen Daggers: B F Light Attack
Special Moves (Alternate):
* Frostbite: D DB B Light Attack (Parry)
* Iceberg: D DB B Medium Attack
* Flash Freeze: D, B DB D DF F Medium Attack (Next to Opponent)
Black Ice: B DB D Heavy Attack
Frozen Daggers: B DB D DF F Light Attack
Character Power:
Freezing Cold: Character Power
Killer Frost can charge up her Freezing Cold Power by pressing and holding Character Power. Once fully charged, Killer Frost's attacks will freeze the opponent for a short time on every hit, allowing her to string together attacks that normally would not be possible. Killer Frost can immediately cancel the Freezing Cold Power with a dash forwards or backwards.
Air Dash:  F F/B B (In Air)
While in the air, Killer Frost can air dash by tapping F F/B B.
Super Move:
Endless Whiteout: (Flip Stance+Meter Burn)
Killer Frost Target's the opponent's location with a large gust of chilled air. If this blast lands the opponent is trapped in a spiked ice trap before being pummeled with various deadly ice constructs.
Lex Luthor Lex Luthor
Fighter Type: Power Based
Info:
First Appearance: Action Comics #23 (1940)
Alignment: Villain
Bio:
Criminal genius Lex Luthor hates his intellectual inferiors, but loathes Superman most of all. He can't stand that a muscle bound alien garners more attention and adulation than a man of his stature.
Special Moves (Default):
* Gravity Pull: D B Medium Attack
* Gravity Mine: D D Heavy Attack
* Gravity Mine - Close: D D Heavy Attack, B
* Gravity Mine - Far: D D Heavy Attack, F
* Orbital Strike: D F Heavy Attack
* Lex Probe: D B Heavy Attack
Lance Blast: D F Light Attack
Lance Blast - Up: D B Light Attack
Corp Charge: B F Medium Attack (Also in Air)
Special Moves (Alternate):
* Gravity Pull: D DB B Medium Attack
* Gravity Mine: D D Heavy Attack
*
Gravity Mine - Close: D D Heavy Attack, B
* Gravity Mine - Far: D D Heavy Attack, F
* Orbital Strike: D DF F Heavy Attack
* Lex Probe: D DB B Heavy Attack
Lance Blast: D DF F Light Attack
Lance Blast - Up: D DB B Light Attack
Corp Charge: B DB D DF F Medium Attack (Also in Air)
Character Power:
Energy Shield: Character Power
Luthor's Energy Shield can be charged by holding Character Power. At level 1, the shield absorbs 1 attack. At level 2, the shield absorbs 1 attack, reduces damage by 50% and lasts twice as long. At level 3, the shield absorbs 1 hit, reduces damage by 100% and lasts four times longer.
Super Move:
Coordinates Received: (Flip Stance+Meter Burn)
Luthor performs a barrage of 4 powerful, armor enhanced punches that stun the opponent. Lex then calls down a powerful blast of energy from an orbiting satellite which he forms into a projectile and hurls at his unlucky victim.
Nightwing Nightwing
Fighter Type: Gadget Based
Info:
First Appearance: (Dick Grayson) Tales of the Teen Titans #44 (1984)
Alignment: Hero
Bio:
Dick Grayson began his crime-fighting career alongside Batman as Robin. When the Boy Wonder became a man, he took on a new persona and began fighting solo as Nightwing.
Special Moves (Default):
Escrima:
* WingDing: D B Light Attack (In Air)
* Ground Spark: D B Medium Attack
    Delay: (Hold Medium Attack)
* Escrima Fury: D F Medium Attack
* Flip Kick: D B Heavy Attack
* Scatter Bomb: D B Light Attack

Staff:
* Staff Spin: D B Heavy Attack (Character Power to Switch Styles)
* Ground Spark: D B Medium Attack
Flying Grayson: B F Heavy Attack
Special Moves (Alternate):
Escrima:
* WingDing: D DB B Light Attack (In Air)
* Ground Spark: D DB B Medium Attack
    Delay: (Hold Medium Attack)
* Escrima Fury: D DF F Medium Attack
* Flip Kick: D DB B Heavy Attack
* Scatter Bomb: D DB B Light Attack

Staff:
* Staff Spin: D DB B Heavy Attack (Character Power to Switch Styles)
* Ground Spark: D DB B Medium Attack
Flying Grayson: B DB D DF F Heavy Attack
Character Power:
Style Change: Character Power
Nightwing's Style Change allows him to switch between using a pair of short range Escrima truncheons to using a long range Staff. Nightwing can even switch in the middle of some combos and Special Attacks.
Super Move:
Dark as Night: (Flip Stance+Meter Burn)
Nightwing smashes his escrima sticks together, crating a short range blast of electricity before hopping onto his motorcycle to deliver his own form of justice.
Raven Raven
Fighter Type: Gadget Based
Info:
First Appearance: DC Comics Presents #26 (1980)
Alignment: Hero
Bio:
Raised in Azarath, Raven is the daughter of the Demon Trigon. Half human, half demon, Raven struggles to keep her demonic inside under control. She vows to stop her father's desire to conquest.
Special Moves (Default):
* Empty Void: D B Light Attack (Absorbs Projectiles)
    Down Void: (Hold D) [After Meter Burn]
* Soul Crush: D F Medium Attack
* Singularity: D B Medium Attack
Shadow Raven: D F Light Attack
Special Moves  (Alternate):
* Empty Void: D DB B Light Attack (Absorbs Projectiles)
    Down Void: (Hold D) [After Meter Burn]
* Soul Crush: D DF F Medium Attack
* Singularity: D DB B Medium Attack
Shadow Raven: D DF F Light Attack
Character Power:
Demon Stance: Character Power
Demon Stance allows Raven to manifest the power of her Soul-Self, which is an ability that replaces and unlocks additional Special Moves (Default) for a limited amount of time.

*Event Horizon: D B Medium Attack
* Negative Mass: D F Light Attack
* Negative Mass - Close: D F Light Attack, B
* Negative Mass - Far: D F Light Attack, F
* Negative Mass - Full: D F Light Attack, U
* Dark Transmission - Front: D B Heavy Attack (Also in Air)
* Dark Transmission - Behind: D F Heavy Attack (Also in Air)
Super Move:
Deadly Sin: (Flip Stance+Meter Burn)
Raven calls down a powerful pillar of shadow energy directly in front of her that will transport the opponent to another realm where demonic minions will deliver several punishing blows before Raven's father Trigon appears and sends the victim back to reality.
SHAZAM! SHAZAM!
Fighter Type: Power Based
Info:
First Appearance: Whiz Comics #2 (1940)
Alignment: Hero
Bio:
Young Billy Batson was chosen by a mysterious wizard to become the Earth's Mightiest Mortal. By saying "Shazam" Billy assumes the power of six ancient gods.
Special Moves (Default):
* Atlas Torpedo: B F Medium Attack
* Bolt of Zeus: D B Medium Attack
* Herculean Might: D B F Light Attack (Next to Opponent)
* Achilles' Clutch: D B Light Attack (Grabs crouching and juggled opponents)
Mercury Storm - Advancing: D F Heavy Attack
Mercury Storm - Eluding: D B Heavy Attack
Special Moves (Alternate):
* Atlas Torpedo: B DB D DF F Medium Attack
* Bolt of Zeus: D DB B Medium Attack
* Herculean Might: D B DB D DF F Light Attack (Next to Opponent)
* Achilles' Clutch: D DB B Light Attack (Grabs crouching and juggled opponents)
Mercury Storm - Advancing: D DF F Heavy Attack
Mercury Storm - Eluding: D DB B Heavy Attack
Character Power:
Solomon's Judgment: Character Power
Shazam calls down and catches balls of lightning that augment all of his punching attacks to inflict increased damage.
Super Move:
The Power of SHAZAM!: (Flip Stance+Meter Burn)
Shazam charges a powerful lightning punch, sending his opponents into the clouds where he inflicts multiple, powerful blows before flinging them back to the ground.
Sinestro Sinestro
Fighter Type: Power Based
Info:
First Appearance: Green Lantern (vol. 2) # 7 (1961)
Alignment: Villain
Bio:
Once a member of the Green Lantern Corps, Sinestro's obsession with order at any cost eventually let him to create his own power ring. He is obsessed with the destruction of the Green Lanterns.
Special Moves (Default):
* Fear Blast: D F Light Attack
* Impact Event: D B Medium Attack
* Arachnid Sting: D F Medium Attack
Axe of Terror: D B Light Attack (In Air)
Final Shackles: D B Light Attack
Special Moves (Alternate):
* Fear Blast: D DF F Light Attack
* Impact Event: D DB B Medium Attack
* Arachnid Sting: D DF F Medium Attack
Axe of Terror: D DB B Light Attack (In Air)
Final Shackles: D DB B Light Attack
Character Power:
Beware Your Fears: Character Power
Holding Character Power will charge up Sinestro's Fear meter. Pressing Character Power while this construct is active, will fire a small blast of concentrated energy at the opponent's location. Sinestro can use this 3 times before the fear construct's energy breaks up and it dissipates.
Super Move:
Sinestro's Might: (Flip Stance+Meter Burn)
Sinestro creates a construct shield and forces it towards the opponents, stunning them on a successful hit. Quickly shackling the opponent with a beam from his power ring, he creates a portal and drags them into deep space to deliver the final, devastating blows.
Solomon Grundy Solomon Grundy
Fighter Type: Power Based
Info:
First Appearance: (Cyrus Gold) All-American Comics #61 (1944)
Alignment: Villain
Bio:
When criminal Cyrus Gold was killed, his remains were resurrected by the powers of the swamp his body fell into. Becoming Solomon Grundy, the mindless brute wants to destroy all Earth's heroes.
Special Moves (Default):
* Cleaver Spin: D B Light Attack
* Walking Corpse: B F Heavy Attack
* Grave Rot: D B Heavy Attack
* Dead Air: B F Medium Attack (Next to Opponent)
* Swamp Hands: D B Medium Attack
To The Grave: D F Light Attack (Anti-Air)
Special Moves (Alternate):
* Cleaver Spin: D DB B Light Attack
* Walking Corpse: B DB D DF F Heavy Attack
* Grave Rot: D DB B Heavy Attack
* Dead Air: B DB D DF F Medium Attack (Next to Opponent)
* Swamp Hands: D DB B Medium Attack
To The Grave: D DF F Light Attack (Anti-Air)
Character Power:
The Pain Chain: Character Power
Once Grundy initiates the Pain Chain, he can obliterate his opponent by performing 1 of 3 follow-up throws, each of which buffs a different attribute for the remainder of the fight or until he buffs a different attribute with a different chain. Pressing Meter Burn when performing The Pain Chain will make the initial grab unblockable and armored.

Power Chain: F B Character Power
Increases damage on all attacks.

Power Final hit: D F Character Power
Further increases damage on all attacks.

Health Chain: D D Character Power
Reduces damage taken.

Health Final hit: U U Character Power
Further reduces damage taken.

Defense Chain: D U Character Power
Reduces block damage taken.

Defense Final Hit: U D Character Power
Further reduces block damage taken.
Super Move:
Grave Digger: (Flip Stance+Meter Burn)
Upon activating Grave Digger, Grundy enters into a state of increased speed and defense. Additionally, all attacks are replaced with an unblocking grab that if landed, will lead to Grundy inflicting a series of devastating attacks before breaking his own headstone over his opponent's head.
Superman Superman
Fighter Type: Power Based
Info:
First Appearance: Action Comics #1 (1938)
Alignment: Hero
Bio:
The last son of Krypton was found by the Kent family, which raised him as a human, giving him the name Clark. The first and greatest hero of them all, Superman fights to protect his adopted world from evil.
Special Moves (Default):
* Super Breath: D B Medium Attack
* Heat Vision: D B Light Attack (Also in Air)
* Rising Grab: D F Medium Attack (Also Anti-Air)
* Flying Punch: B F Heavy Attack
* Flying Ground Smash: (D+Heavy Attack) (In Air)
Heat Zap: D B Heavy Attack
Low Scoop: D F Light Attack (Next to Opponent)
Special Moves (Alternate):
* Super Breath: D DB B Medium Attack
* Heat Vision: D DB B Light Attack (Also in Air)
* Rising Grab: D DF F Medium Attack (Also Anti-Air)
* Flying Punch: B DB D DF F Heavy Attack
* Flying Ground Smash: (D+Heavy Attack) (In Air)
Heat Zap: D DB B Heavy Attack
Low Scoop: D DF F Light Attack (Next to Opponent)
Character Power:
Fury of Krypton: Character Power
The Fury of Krypton will cause all of Superman's attacks to ignore armor and inflict increased damage for a short time.
Air Dash: F F/B B (In Air)
While in the air, Superman can air dash by tapping F F/B B.
Super Move:
Kryptonian Crush: (Flip Stance+Meter Burn)
Superman quickly flies towards the opponents with a grab attack, which if successful, is followed by a massive punch that sends them into orbit. Superman follows them into space before punching them back to the ground.
Wonder Woman Wonder Woman
Fighter Type: Power Based
Info:
First Appearance: (Diana Prince) All Star Comics #8 (1941)
Alignment: Hero
Bio:
Daughter of an Amazon and the Greek God Zeus, Diana was trained by the God of War Ares, and armed with magical weapons. One of the most formidable warriors on earth, Diana fights to protect the innocent.
Special Moves (Default):
Lasso:
* Straight Tiara: B F Medium Attack (Also in Air)
* Amazonian Uppercut: D F Heavy Attack
* Amazonian Smash: D B Heavy Attack (In Air)
* Lasso Grab: D F Light Attack
Lasso Spin: D B Heavy Attack
Bracelets of Submission: D B Light Attack (Parry)
Tiara - Up: D B Medium Attack
Tiara - Down: D B Medium Attack (In Air)
Demigoddess' Might: D F Heavy Attack (In Air)

Sword and Shield:
* Shield Toss: B F Medium Attack
* Amalthea Bash: B F Heavy Attack
Shield Strike: D B Light Attack
Up Shield: D B Medium Attack
Down Shield: D B Medium Attack (In Air)
Special Moves (Alternate):
Lasso:
* Straight Tiara: B DB D DF F Medium Attack (Also in Air)
* Amazonian Uppercut: D DF F Heavy Attack
* Amazonian Smash: D DB B Heavy Attack (In Air)
* Lasso Grab: D DF F Light Attack
Lasso Spin: D DB B Heavy Attack
Bracelets of Submission: D DB B Light Attack (Parry)
Tiara - Up: D DB B Medium Attack
Tiara - Down: D DB B Medium Attack (In Air)
Demigoddess' Might: D DF F Heavy Attack (In Air)

Sword and Shield:
* Shield Toss: B DB D DF F Medium Attack
* Amalthea Bash: B DB D DF F Heavy Attack
Shield Strike: D DB B Light Attack
Up Shield: D DB B Medium Attack
Down Shield: D DB B Medium Attack (In Air)
Character Power:
Style Change: Character Power
Wonder Woman can switch between her hard hitting Lasso Offensive stance to a more defensive Sword and Shield Stance. While in Lasso Stance, Wonder Woman is far more mobile and deals higher overall damage. While in Sword and Shield Stance, Wonder Woman takes reduced block damage but moves much slower and does less overall damage.
Air Dash: F F/B B (In Air)
While in the air, Wonder Woman can air dash by tapping F F/B B.
Super Move:
Justice Javelin: (Flip Stance+Meter Burn)
Wonder Woman bashes the opponent with her shield and calls forth the strength of her Amazonian sisters to unleash a powerful assault before delivering a final deadly blow with her sword.
Downloadable Characters (DLC):

Lobo Lobo (DLC#1)
Fighter Type: Power Based
Info:
First Appearance: Omega Men #3 (1983)
Alignment: Bastich
Bio:
The last of the Czarnians, a result of Lobo slaughtering every other Czarnian in existence, Lobo now serves as an intergalactic bounty hunter. Whatever you do, don't mention his orange and purple suit.
Special Moves (Default):
* Spin Cycle: D B Light Attack
    Opponent Toss: (Hold B) [After Meter Burn]
* Pump Shot: D F Light Attack
* Pump Shot - Mid: D F Light Attack, B
* Pump Shot - Low: D F Light Attack, D
* Czarnian Toss: D B F Medium Attack
* Space Hook: D B Medium Attack
* Space Hook - Low: D B Heavy Attack
* Hook Carnage: B F Heavy Attack
Special Moves (Alternate):
* Spin Cycle: D DB B Light Attack
    Opponent Toss: (Hold B) [After Meter Burn]
* Pump Shot: D DF F Light Attack
* Pump Shot - Mid: D DF F Light Attack, B
* Pump Shot - Low: D DF F Light Attack, D
* Czarnian Toss: D DB B F Medium Attack
* Space Hook: D DB B Medium Attack
* Space Hook - Low: D DB B Heavy Attack
* Hook Carnage: B DB D DF F Heavy Attack
Character Power:
Nuclear Shells: Character Power
Lobo loads nuclear shells into his shotgun, augmenting the power and effect of the next attack involving a blast from his firearm.
Super Move:
The Main Man: (Flip Stance+Meter Burn)
After stunning his victim with a powerful chain strike, Lobo performs a little hit and run with his space hog. If Nuclear Shells are loaded, this attack will inflict increased damage.
DLC Availability:
May 07th, 2013
Batgirl Batgirl (DLC#2)
Fighter Type: Gadget Based
Info:
First Appearance: (Barbara Gordon) Detective Comics #359 (1967)
Alignment: Hero
Bio:
After saving herself and a GCPD officer from the criminal Harry X, Barbara Gordon became Batgirl. Three years after being shot by the Joker, Barbara has recovered physically, but is psychologically troubled.
Special Moves (Default):
* Smoke Bomb: D D Heavy Attack (Also in Air)
* Batarang: D B Light Attack
    Triple Batarangs: (Hold U) [After Meter Burn]
* Flying Bat: D F Medium Attack
* Redemption: B F Heavy Attack
* Bat Evade: D B Heavy Attack
   Light Attack: Flying Kick
   Medium Attack: Scatter Bombs
   Heavy Attack: Dive Kick
Batwheel: D B Medium Attack
    D: Low Punch
    U: Side Kick
* Bab's Bola: B F Light Attack
Special Moves (Alternate):
* Smoke Bomb: D D Heavy Attack (Also in Air)
* Batarang: D DB B Light Attack
    Triple Batarangs: (Hold U) [After Meter Burn]
* Flying Bat: D DF F Medium Attack
* Redemption: B DB D DF F Heavy Attack
* Bat Evade: D DB B Heavy Attack
   Light Attack: Flying Kick
   Medium Attack: Scatter Bombs
   Heavy Attack: Dive Kick
Batwheel: D DB B Medium Attack
    D: Low Punch
    U: Side Kick
* Bab's Bola: B DB D DF F Light Attack
Character Power:
Gotham's Gauntlets: Character Power
- Switches Batgirl's Gotham's Gauntlets between Punch Blades and Electrified Knuckles.
- The Punch Blades inflict additional damage on all normal and special attacks landed with Batgirl's fists.
- The Electrified Knuckles inflict additional damage on block opponents with any attack landed with Batgirl's fists.

Super Move:
High-Wire Act: (Flip Stance+Meter Burn) (In Air)
-Batgirl slams her electrified Gadget Gauntlets together creating a shockwave that if landed stuns her opponent and leads to an acrobatic display of graceful, but deadly, attacks.
-The High-Wire Attack can only be performed while airborne.

DLC Availability:
May 21st, 2013
Scorpion Scorpion (DLC#3)
Fighter Type: Gadget Based
Info:
First Appearance: Mortal Kombat (1992)
Alignment: Neutral
Bio:
Scorpion was killed by the Lin Kuei ninja Sub-Zero. He was resurrected and given a chance for vengeance in the Mortal Kombat tournament. Before he could finish Sub-Zero, he was transported to another world.
Special Moves (Default):
* Bloody Spear: B F Light Attack
* Hell Fire: D B Medium Attack
* Teleport Punch: D B Heavy Attack (Also in Air)
Leg Takedown: B F Heavy Attack
Flip Kick: D F Medium Attack
Air Throw: (D+Throw) (In Air, Close)
Special Moves (Alternate):
* Bloody Spear: B DB D DF F Light Attack
* Hell Fire: D DB B Medium Attack
* Teleport Punch: D DB B Heavy Attack (Also in Air)
Leg Takedown: B DB D DF F Heavy Attack
Flip Kick: D DF F Medium Attack
Air Throw: (D+Throw) (In Air, Close)
Character Power:
Shroud of Flames: Character Power
Pressing Character Power summons the flames of the Netherrealm, encasing Scorpion in an aura of fire that continuously damages his opponent while close.
Super Move:
Welcome to the Netherrealm: (Flip Stance+Meter Burn)
Scorpion teleports behind his opponent while delivering a vicious flaming kick, transporting both Scorpion and his victim to the Netherrealm for a brutal beating.
DLC Availability:
June 04th, 2013 if DLC Season Pass has been downloaded
June 11th, 2013 if DLC Season Pass has not been downloaded
General Zod General Zod (DLC#4)
Fighter Type: Power Based
Info:
First Appearance: Adventure Comics #283 (1961)
Alignment: Villain
Bio:
General of Krypton, Zod was banished to the Phantom Zone for attempting to conquer Krypton. An ultra-nationalist, Zod will do anything to promote Kryptonian supremacy, including genocide.
Special Moves (Default):
* Side Arm: B F Light Attack
* Kryptonian Rifle: D B Light Attack (Also in Air)
* Kryptonian Rifle - Fast: D B Light Attack, F (Also in Air)
* Kryptonian Rifle - Slow: D B Light Attack, B (Also in Air)
* Zod Charge: B F Medium Attack (Also in Air)
* Ground Blast: D B Medium Attack
* Ground Blast - Close: D B Medium Attack, B
* Ground Blast - Far: D B Medium Attack, F
* Phantom Strike: B F Heavy Attack
Ground Parry: D B Heavy Attack
Special Moves (Alternate):
* Side Arm: B DB D DF F Light Attack
* Kryptonian Rifle: D DB B Light Attack (Also in Air)
* Kryptonian Rifle - Fast: D DB B Light Attack, F (Also in Air)
* Kryptonian Rifle - Slow: D DB B Light Attack, B (Also in Air)
* Zod Charge: B DB D DF F Medium Attack (Also in Air)
* Ground Blast: D DB B Medium Attack
* Ground Blast - Close: D DB B Medium Attack, B
* Ground Blast - Far: D DB B Medium Attack, F
* Phantom Strike: B DB D DF F Heavy Attack
Ground Parry: D DB B Heavy Attack
Character Power:
Phantom Wraith: Character Power
General Zod summons a Wraith from the Phantom Zone.  Under Zod's control, the Wraith attacks his victim for a short time before returning to the Phantom Zone.

Wraith Slash: Character Power
General Zod commands the Wraith to slash at his opponent.

Wraith Grab: D F Character Power/D B Character Power
General Zod commands a Wraith to secure the opponent and deliver a bite before returning to the Phantom Zone.
Super Move:
Galactic Destruction: (Flip Stance+Meter Burn)
General Zod brutally forces his opponent through the center of the moon before returning them to Earth with a concentrated blast of heat vision energy.
DLC Availability:
July 02nd, 2013
Martian Manhunter Martian Manhunter (DLC#5)
Fighter Type: Power Based
Info:
First Appearance: Detective Comics #225 (1955)
Alignment: Hero
Bio:
One of the few remaining Green Martians of the planet Ma'aleca'andra, J'onn J'onzz found himself transported to Earth. Utilizing his powers and Manhunter skills, J'onn protects the innocent as a hero and detective.
Special Moves:
* Martian Grab: D B Light Attack
* Psyche Orb: D F Light Attack
* Psyche Orb - Close: D F Light Attack, B
* Psyche Orb - Mid: D F Light Attack, F
* Psyche Orb - Far: D F Light Attack, U
* Alien Pillar: D B Medium Attack
* Alien Pillar - Close: D B Medium Attack, B
* Alien Pillar - Far: D B Medium Attack, F
* Alien Pillar - Full: D B Medium Attack, U
* Telekinetic Strike: D D Medium Attack
* Telekinetic Strike - Close: D D Medium Attack, B
* Telekinetic Strike - Far: D D Medium Attack, F
* Psionic Push: B F Heavy Attack
* Phase Charge: B F Medium Attack
Phase Assault: D B Heavy Attack (Also in Air)
Phase Assault - Down: D B Heavy Attack, D (Also in Air)
Special Moves (Alternate):
* Martian Grab: D DB B Light Attack
* Psyche Orb: D DF F Light Attack
* Psyche Orb - Close: D DF F Light Attack, B
* Psyche Orb - Mid: D DF F Light Attack, F
* Psyche Orb - Far: D DF F Light Attack, U
* Alien Pillar: D DB B Medium Attack
* Alien Pillar - Close: D DB B Medium Attack, B
* Alien Pillar - Far: D DB B Medium Attack, F
* Alien Pillar - Full: D DB B Medium Attack, U
* Telekinetic Strike: D D Medium Attack
* Telekinetic Strike - Close: D D Medium Attack, B
* Telekinetic Strike - Far: D D Medium Attack, F
* Psionic Push: B DB D DF F Heavy Attack
* Phase Charge: B DB D DF F Medium Attack
Phase Assault: D DB B Heavy Attack (Also in Air)
Phase Assault - Down: D DB B Heavy Attack, D (Also in Air)
Character Power:
Alien Malleability: Character Power
Alien Malleability gives Martian Manhunter the ability to extend his limbs during normal attack and combos, granting increased range and potential combo opportunities.

Air Dash: F F/B B (In Air)
While in the air, Martian Manhunter can air dash by tapping F F/B B.
Super Move:
Son of Mars: (Flip Stance+Meter Burn)
The Son of Mars teleports Martian Manhunter and his victim to his home planet, where he taunts his victim before using the Martian landscape to deliver a final, crushing blow.
DLC Availability:
July 30th, 2013
Zatanna Zatanna (DLC#6)
Fighter Type: Gadget Based
Info:
First Appearance: Hawkman #4 (1964)
Alignment: Hero
Bio:
Daughter of John Zatara, Zatanna is a member of the mystic tribe of sorcerers called the the Hidden Ones. Now a member of Justice League Dark, Zatanna protects the Earth from various occult threats.
Special Moves:
* Fire Kiss: D B Medium Attack, (F/B)
* Linking Rings: D B Light Attack
* Linking Rings - Up: D B U Light Attack
* Linking Rings - Down: D B D Light Attack
* Teleport - In Front: D U
* Teleport - Behind: D U F
* Teleport - Away: D U B
* Teleport - Feint: D U D
* Zatara Dive: D B Heavy Attack
* Multi Kick: B F Light Attack
* Puppet Master: B F Heavy Attack
Smoke and Mirrors: D D Heavy Attack
Smoke and Mirrors - Front D D Heavy Attack, F
Smoke and Mirrors - Back: D D Heavy Attack, B
Fifty Two Pickup: B F Medium Attack
Levitate: U U Heavy Attack (In Air)
 Follow up with:
  * Teleport - In Front: D U (In Air)
  * Teleport - Behind: D U F (In Air)
  * Teleport - Away: D U B (In Air)
  * Teleport - Feint: D U D (In Air)
Special Moves (Alternate):
* Fire Kiss: D DB B Medium Attack, (F/B)
* Linking Rings: D DB B Light Attack
* Linking Rings - Up: D DB B U Light Attack
* Linking Rings - Down: D DB B D Light Attack
* Teleport - In Front: D U
* Teleport - Behind: D U F
* Teleport - Away: D U B
* Teleport - Feint: D U D
* Zatara Dive: D DB B Heavy Attack
* Multi Kick: B DB D DF F Light Attack
* Puppet Master: B DB D DF F Heavy Attack
Smoke and Mirrors: D D Heavy Attack
Smoke and Mirrors - Front D D Heavy Attack, F
Smoke and Mirrors - Back: D D Heavy Attack, B
Fifty Two Pickup: B DB D DF F Medium Attack
Levitate: U U Heavy Attack (In Air)
 Follow up with:
  * Teleport - In Front: D U (In Air)
  * Teleport - Behind: D U F (In Air)
  * Teleport - Away: D U B (In Air)
  * Teleport - Feint: D U D (In Air)
Character Power:
Sargon's Hat Stance: Character Power
Sargon's Hat equips Zatanna with her top hat and wand, focusing her magic and giving her a full arsenal of new spells to cast.

Wand Slap: Light Attack
Rising Wand: Medium Attack
Wand Slam: Heavy Attack
Straight Magic: D F Light Attack
Upward Magic: D B Medium Attack
Ground Magic: D F Medium Attack
Magic Pillar: D F Heavy Attack
Absorb: D B Light Attack
Lightning Rod: D B Heavy Attack
Super Move:
Avrah KaDabra: (Flip Stance+Meter Burn)
Zatanna summons her most powerful magic, teleporting her and her opponent to a magical realm where her strength is unmatched.
DLC Availability:
August 13th, 2013
INJUSTICE: GODS AMONG US software © 2012 Warner Bros. Entertainment Inc. Developed by NetherRealm Studios. All other trademarks and copyrights are the property of their respective owners. All rights reserved. PlayStation and the "PS" Family logo are registered trademarks and "PS3" and the PlayStation Network logo are trademarks of Sony Computer Entertainment Inc. Kinect, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft. Nintendo trademarks and copyrights are properties of Nintendo. DC LOGO, and all characters, their distinctive likenesses, and related elements are trademarks of DC Comics © 2012.

NETHERREALM STUDIOS LOGO, WB GAMES LOGO, WB SHIELD: ™ & © Warner Bros. Entertainment Inc. (s12)




















































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