
| U = Up/Jump D = Down/Crouch/Low Block F = Forward/Toward B = Back/Away/Block |
Dash: F, F Back Dash: B, B Uppercut: (D+Y) Sweep: (D+A) Pause/Movelist: START |
| Universal: L = Light Attack M = Medium Attack H = Heavy Attack CP = *Character Power TH = **Throw SI = Stage Interaction FS = Flip Stance MB = Meter Burn SM = Super Move |
Xbox 360: L = X M = Y H = A CP = B TH = LB/(X+A) SI = RB/(X+Y) FS = LT MB = RT SM = (LT+RT)/(Y+A+RT) |
AquamanInfo:
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 Move:
* Trident Rush: D, F, X
* From the Deep: D, B, Y
* Water Shield: D, D, A
Trident Scoop: D, B, X
Trident Toss: B, F, Y
Character Power:
Water of Life: B
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: (LT+RT)
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.
AresInfo:
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 Move:
* Phase Shifter: D, B, X
* God Smack: D, D, Y
* God Smack - Close: D, D, Y, B
* God Smack - Far: D, D, Y, F
* Dark Energy: D, F, X
Warp Transmission - Behind: D, F, A
Warp Transmission - Front: D, B, A
Character Power:
Weapons of War: B
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: B
Downward Sword: B, U
Rising Sword: B, D
Straight Axe: (B+B)
Downward Axe: (B+B), U
Rising Sword: (B+B), D
(Try Holding B to charge weapon attacks)
Super Move:
Annihilator: (LT+RT)
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.
BaneInfo:
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 Move:
* Body Press: D, B, F, A (Next to Opponent)
* Raging Charge: B, F, X
* Double Punch: B, F, Y
* Venom Uppercut: D, B, Y
Ring Slam: D, B, X (Anti-Air)
Character Power:
Venom Boost: B
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: (LT+RT)
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.
BatmanInfo:
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 Move:
* Straight Grapple: D, F, X
* Sky Grapple: D, B, X
* Batarang: B, F, Y
* Up Batarang: D, B, Y
* Slide Kick: B, F, A
Scatter Bombs: D, B, Y (In Air)
Cape Parry: D, B, A
Character Power:
Double Jump: (U+B)/(U+F)
Mechanical Bats: B
Batman calls down a group of up to 3 mechanical bats that hover around his body.
Release the Bats: B
Pressing B 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+B)
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: (LT+RT)
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 AdamInfo:
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 Move:
* Lightning Storm: D, F, X
* Black Magic: D, B, X
* Lightning Cage: D, B, A
* Lightning Strike: D, F, Y
* Boot Stomp - Close: D, B, A (In Air)
* Boot Stomp - Far: D, F, A (In Air)
Lightning Bomb: D, B, Y
Lightning Bomb - Close: D, B, Y, B
Lightning Bomb - Far: D, B, Y, F
Character Power:
Orbs of Seth: B
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: (LT+RT)
Black Adam calls upon the powers of ancient Egyptian gods and goddesses to deliver a series of shocking blows to his opponent.
CatwomanInfo:
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 Move:
* Cat Claws: B, F, X
* Cat Dash: B, F, Y
Straight Whip: D, F, X
Up Whip: D, B, X (Anti-Air)
Feline Evade - High: D, B, Y
Feline Evade - Low: D, B, Y, U
Cat Stance: D, D, A
X = Cartwheel
Y = Up Whip
A = Pounce
Character Power:
Cat Scratch: B
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 B will perform
a damaging combo, with each scratch adding an additional hit, up to a maximum of 5 hits.
Super Move:
Nine Lives: (LT+RT)
Catwoman tosses a handful of blinding powder into the face of the opponent and turns her victim into her own personal scratching post.
CyborgInfo:
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 the Justice League, Cyborg is one of crime's most formidable enemies.
Special Move:
* Nova Blaster: B, F, X (Also in Air)
Delay: (Hold X)
* Power Fist: D, B, X
* Techno Tackle: B, D, F, A
Sonic Disruptor: D, F, Y
Delay: (Hold Y)
Cancel: B, B / F, F
Cancel into Up Disruptor: U, U
Sonic Disruptor - Up: D, B, Y
Delay: (Hold Y)
Cancel: B, B / F, F
Cancel into Disruptor: D, D
Target Acquired: D, D, A
Delay: (Hold A)
Cancel: B, B / F, F
Target Acquired - Close: D, D, A, B
Delay: (Hold A)
Cancel: B, B / F, F
Target Acquired - Far: D, D, A, F
Delay: (Hold A)
Cancel: B, B / F, F
Grapple - Forward: D, U/F
Grapple - Back: D, U/B
Character Power:
Repair Circuit: B
Holding B 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: (LT+RT)
Cyborg performs a dashing punch with his power fist before unleashing his ultimate weapon on his dazed opponent.
DeathstrokeInfo:
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 superhuman degree. Dishonorably discharged, Slade became the world's most feared assassin.
Special Move:
* Quick Fire: D, F, X (Also in Air)
* Low Shots: B, D, X
* Machine Gun: D, F, Y
* Machine Gun - Upward: D, B, Y
* Sword Spin: D, B, A (Press D after RT for Low Sword Spin)
Sword Flip: D, F, A
Character Power:
Enhanced Reflexes: B
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: (LT+RT)
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.
DoomsdayInfo:
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 superpowers, Doomsday's DNA contains an innate hatred for all life.
Special Move:
* Air Snatch: D, F, X (Anti-Air)
* Venom: D, F, A
* Venom - Upward: D, B, A
* Earth Shake: D, F, Y
* Supernova: D, B, Y
Character Power:
Doom To All: B
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: (LT+RT)
Starting with a quick, short range grab, the Mass Destruction sends Doomsday and the opponent plowing through the core of the planet.
The FlashInfo:
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 Move:
* Speed Dodge: D, B, X
* Lightning Charge: B, F, Y
* Lightning Kick: D, F, X
Delay: (Hold X)
* Sonic Pound: D, F, A
* Sonic Pound - Close: D, F, A, B
* Sonic Pound - Far: D, F, A, F
Flying Uppercut: D, B, A
Running Man Stance: D, D, Y
(F+ X) = *Lighting Charge
(F+ Y) = Sonic Pound
(F+ A) = Charging Slide
Character Power:
Time Loop: B
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: (LT+RT)
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 ArrowInfo:
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 Move:
* Sky Alert: D, B, X (Anti-Air)
* Dead On: D, B, X (In Air)
* Savage Blast: D, B, Y
* Stinger: B, F, A
* Up Haven Blast: D, F, Y (Anti-Air)
Hurricane Bow: D, F, X
Character Power:
Take Aim: B
Holding B 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 B.
Dashing Forwards or Backwards will cancel the shot.
Frozen Arrow: D, B, B
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 B. Dashing Forwards or
Backwards will cancel the shot.
Electric Arrow: D, F, B
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 B. Dashing Forwards or Backwards will cancel the
shot.
Burning Arrow: D, D, B
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 B. Dashing Forwards or Backwards will cancel the shot.
Super Move:
Arsenal Assault: (LT+RT)
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 LanternInfo:
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 Move:
* Oa's Rocket: B, F, X (Also in Air)
* Rocket Power: D, B, Y
* Rocket Power - Close: D, B, Y, B
* Rocket Power - Far: D, B, Y, F
* Lantern's Might: D, B, X
* Minigun: B, F, Y
* Turbine Smash: B, F, A (Also in Air)
Character Power:
Green Lantern's Light: B
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.
Super Move:
Beware My Power: (LT+RT)
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 QuinnInfo:
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 Move:
* Pop Pop: D, B, Y
Charge: (Hold Y)
* Line of Fire: D, F, X
* Heads Up: D, B, X (Anti-Air)
* Oopsy Daisy: D, B, X (In Air)
* Cupcake Bomb: B, F, Y
* Play Doctor: D, B, F, X (Next to Opponent)
Silly Slide: B, F, A
Tantrum Stance: D, B, A
X = Forward Cartwheel
Y = Hand Stand
A = Bullet Frenzy
F = Forward Somersault
B = Backward Somersault
Character Power:
Bag-O-Tricks: B
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: (LT+RT)
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!
HawkgirlInfo:
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 crime as the fearsome Hawkgirl.
Special Move:
* Mace Charge: B, F, Y
* Mace Charge: B, F, Y (In Air)
* Mace Toss: D, B, X
* Mace Toss - Straight: D, F, X (In Air)
* Mace Toss - Downward: D, B, X (In Air)
Heavenward Stomp: (D+A) (In Air)
Wing Evade: D, B, Y
Character Power:
Soaring Hawk: B
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: X
Flip Kick: Y
Double Kick: A
Super Move:
The Power of Nth: (LT+RT)
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 JokerInfo:
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 Move:
* Crowbar: B, F, A
* Laughing Gas: D, B, X
* Rolling Laughing Gas: D, B, Y
BANG!: D, F, X
Chattering Teeth: D, B, A
Chattering Teeth - Mid: D, B, A, U
Chattering Teeth - Far: D, B, A, F
Acid Blossom: B, F, Y
Character Power:
Joker's Wild:B
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: (LT+RT)
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 FrostInfo:
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 Move:
* Frostbite: D, B, X (Parry)
* Iceberg: D, B, Y
* Flash Freeze: D, B, F, Y (Next to Opponent)
Black Ice: B, D, A
Frozen Daggers: B, F, X
Character Power:
Freezing Cold: B
Killer Frost can charge up her Freezing Cold Power by pressing and holding B. 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: (LT+RT)
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 LuthorInfo:
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 Move:
* Gravity Pull: D, B, Y
* Gravity Mine: D, D, A
* Gravity Mine - Close: D, D, A, B
* Gravity Mine - Far: D, D, A, F
* Orbital Strike: D, F, A
* Lex Probe: D, B, A
Lance Blast: D, F, X
Lance Blast - Up: D, B, X
Corp Charge: B, F, Y (Also in Air)
Character Power:
Energy Shield: B
Luthor's Energy Shield can be charged by holding B. 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: (LT+RT)
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.
NightwingInfo:
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 Move:
Escrima:
* WingDing: D, B, X (In Air)
* Ground Spark: D, B, Y
Delay: (Hold Y)
* Escrima Fury: D, F, Y
* Flip Kick: D, B, A
* Scatter Bomb: D, B, X (Anti-Air)
Staff:
* Staff Spin: D, B, A (B to Switch Styles)
* Ground Blast: D, B, Y
Flying Grayson: B, F, A
Character Power:
Style Change: B
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: (LT+RT)
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.
RavenInfo:
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 side under control. She vows to stop her father's desire to conquest.
Special Move:
* Empty Void: D, B, X (Absorbs Projectiles)
Down Void: (Hold D) [After Meter Burn]
* Soul Crush: D, F, Y
* Singularity: D, B, Y
Shadow Raven: D, F, X
Character Power:
Demon Stance: B
Demon Stance allows Raven to manifest the power of her Soul-Self, which is an ability that replaces and unlocks additional Special Moves for a limited amount of time.
* Event Horizon: D, B, Y
* Negative Mass: D, F, X
* Negative Mass - Close: D, F, X, B
* Negative Mass - Far: D, F, X, F
* Negative Mass - Full: D, F, X, U
* Dark Transmission - Front: D, B, A (Also in Air)
* Dark Transmission - Behind: D, F, A (Also in Air)
Super Move:
Deadly Sin: (LT+RT)
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!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 Move:
* Atlas Torpedo: B, F, Y
* Bolt of Zeus: D, B, Y
* Herculean Might: D, B, F, X (Next to Opponent)
* Achilles' Clutch: D, B, X (Grabs crouching and juggled opponents)
Mercury Storm - Advancing: D, F, A
Mercury Storm - Eluding: D, B, A
Character Power:
Solomon's Judgment: B
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!: (LT+RT)
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.
SinestroInfo:
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 led him to create his own power ring. He is obsessed with the destruction of the Green Lanterns.
Special Move:
* Fear Blast: D, F, X
* Impact Event: D, B, Y
* Arachnid Sting: D, F, Y
Axe of Terror: D, B, X (In Air)
Final Shackles: D, B, X
Character Power:
Beware Your Fears: (Hold B)
Holding B will charge up Sinestro's Fear meter. Pressing B 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: (LT+RT)
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 GrundyInfo:
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 Move:
* Cleaver Spin: D, B, X
* Walking Corpse: B, F, A
* Grave Rot: D, B, A
* Dead Air: B, F, Y (Next to Opponent)
* Swamp Hands: D, B, Y
To The Grave: D, F, X (Anti-Air)
Character Power:
The Pain Chain: B
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
RT when performing The Pain Chain will make the initial grab unblockable and armored.
Power Chain: F, B, B
Increases damage on all attacks.
Power Final hit: D, F, B
Further increases damage on all attacks.
Health Chain: D, D, B
Reduces damage taken.
Health Final hit: U, U, B
Further reduces damage taken.
Defense Chain: D, U, B
Reduces block damage taken.
Defense Final Hit: U, D, B
Further reduces block damage taken.
Super Move:
Grave Digger: (LT+RT)
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.
SupermanInfo:
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 Move:
* Super Breath: D, B, Y
* Heat Vision: D, B, X (Also in Air)
* Rising Grab: D, F, Y (Also Anti-Air)
* Flying Punch: B, F, A
* Flying Ground Smash: (D+A) (In Air)
Heat Zap: D, B, A
Low Scoop: D, F, X (Next to Opponent)
Character Power:
Fury of Krypton: B
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: (LT+RT)
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 WomanInfo:
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 Move:
Lasso:
* Straight Tiara: B, F, Y (Also in Air)
* Amazonian Uppercut: D, F, A
* Amazonian Smash: D, B, A (In Air)
* Lasso Grab: D, F, X
Lasso Spin: D, B, A
Bracelets of Submission: D, B, X (Parry)
Tiara - Up: D, B, Y
Tiara - Down: D, B, Y (In Air)
Demigoddess' Might: D, F, A (In Air)
Sword and Shield:
* Shield Toss: B, F, Y
* Amalthea Bash: B, F, A
Shield Strike: D, B, X
Up Shield: D, B, Y
Down Shield: D, B, Y (In Air)
Character Power:
Style Change: B
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) [Lasso Stance Only]
While in the air, Wonder Woman can air dash by tapping F, F / B, B.
Super Move:
Justice Javelin: (LT+RT)
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.
Lobo (DLC#1)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 Move:
* Spin Cycle: D, B, X
Opponent Toss: (Hold B) [After Meter Burn]
* Pump Shot: D, F, X
* Pump Shot - Mid: D, F, X, B
* Pump Shot - Low: D, F, X, D
* Czarnian Toss: D, B, F, Y
* Space Hook: D, B, Y
* Space Hook - Low: D, B, A
* Hook Carnage: B, F, A
Character Power:
Nuclear Shells: B
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: (LT+RT)
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 (DLC#2)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 Move:
* Smoke Bomb: D, D, A (Also in Air)
* Batarang: D, B, X
Triple Batarangs: (Hold U) [After Meter Burn]
* Flying Bat: D, F, Y
* Redemption: B, F, A
* Bat Evade: D, B, A
X: Flying Kick
Y: Scatter Bombs
A: Dive Kick
Batwheel: D, B, Y
D: Low Punch
U: Side Kick
* Bab's Bola: B, F, X
Character Power:
Gotham's Gauntlets: B
- 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: (LT+RT) (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 (DLC#3)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 Move:
* Bloody Spear: B, F, X
* Hell Fire: D, B, Y
* Teleport Punch: D, B, A (Also in Air)
Leg Takedown: B, F, A
Flip Kick: D, F, Y
Air Throw: (D+LB) (In Air, Close)
Character Power:
Shroud of Flames: B
Pressing B 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: (LT+RT)
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 (DLC#4)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 Move:
* Side Arm: B, F, X
* Kryptonian Rifle: D, B, X (Also in Air)
* Kryptonian Rifle - Fast: D, B, X, F (Also in Air)
* Kryptonian Rifle - Slow: D, B, X, B (Also in Air)
* Zod Charge: B, F, Y (Also in Air)
* Ground Blast: D, B, Y
* Ground Blast - Close: D, B, Y, B
* Ground Blast - Far: D, B, Y, F
* Phantom Strike: B, F, A
General Parry: D, B, A
Character Power:
Phantom Wraith: B
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: B
General Zod commands the Wraith to slash at his opponent.
Wraith Grab: D, F, B/D, B, B
General Zod commands a Wraith to secure the opponent and deliver a bite before returning to the Phantom Zone.
Super Move:
Galactic Destruction: (LT+RT)
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 (DLC#5)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 Move:
* Martian Grab: D, B, X
* Psyche Orb: D, F, X
* Psyche Orb - Close: D, F, X, B
* Psyche Orb - Mid: D, F, X, F
* Psyche Orb - Far: D, F, X, U
* Alien Pillar: D, B, Y
* Alien Pillar - Close: D, B, Y, B
* Alien Pillar - Far: D, B, Y, F
* Alien Pillar - Full: D, B, Y, U
* Telekinetic Strike: D, D, Y
* Telekinetic Strike - Close: D, D, Y, B
* Telekinetic Strike - Far: D, D, Y, F
* Psionic Push: B, F, A
* Phase Charge: B, F, Y
Phase Assault: D, B, A (Also in Air)
Phase Assault - Down: D, B, A, D (Also in Air)
Character Power:
Alien Malleability: B
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: (LT+RT)
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 (DLC#6)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 Hidden Ones. Now a member of Justice League Dark, Zatanna protects the Earth from various occult threats.
Special Move:
* Fire Kiss: D, B, Y (F or B)
* Linking Rings: D, B, X
* Linking Rings - Up: D, B, U, X
* Linking Rings - Down: D, B, D, X
* Teleport - In Front: D, U
* Teleport - Behind: D, U, F
* Teleport - Away: D, U, B
* Teleport - Feint: D, U, D
* Zatara Dive: D, B, A
* Multi Kick: B, F, X
* Puppet Master: B, F, A
Smoke and Mirrors: D, D, A
Smoke and Mirrors - Front D, D, A, F
Smoke and Mirrors - Back: D, D, A, B
Fifty Two Pickup: B, F, Y
Levitate: U, U, A (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: B
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: X
Rising Wand: Y
Wand Slam: A
Straight Magic: D, F, X
Upward Magic: D, B, Y
Ground Magic: D, F, Y
Magic Pillar: D, F, A
Absorb: D, B, X
Lightning Rod: D, B, A
Super Move:
Avrah KaDabra: (LT+RT)
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
