MKKomplete - Injustice 2 (2017) - Move List/Bios - Xbox One/PlayStation 4 (Universal) - Graphical Version
Choose Your Game

Move List/Bios - Xbox One/PlayStation 4 (Universal)
(Graphical Version)
Swamp ThingCyborgCatwomanThe FlashGreen LanternHarley QuinnBatmanSupermanThe JokerAtrocitusGorilla GroddCheetahDeadshotPoison Ivy
SupergirlGreen ArrowDr. FateBlue BeetleFirestormAquamanBlack CanaryWonder WomanBlack AdamCaptain ColdRobinScarecrowBaneBrainiac
DarkseidRed HoodSub-ZeroStarfireBlack MantaRaidenHellboyAtomEnchantressDonatelloLeonardoMichelangeloRaphael

You can e-mail corrections/additions to The Webmaster
Last updated: 10/09/25

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 One:
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 4:
Light Attack = [□]
Medium Attack = [Δ]
Heavy Attack = [X]
Character Power = [○]
Throw = [L1]/([□]+[X])
Stage Interaction = [R1]/([□]+[Δ])
Flip Stance = [L2]
Meter Burn = [R2]
Super Move = ([L2]+[R2])/
([Δ]+[X]+[R2])

*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 from 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:
The Atlantean ruler has isolated his kingdom from the surface world's affairs after a punishing defeat during the fall of Superman's Regime. However his determination to keep Atlantis' independence may cost him, as new threats arise, can Aquaman swallow his pride to protect his people?


Special Moves:
* Trident Rush: D F Light Attack
    Retreat: B B
    Advance: F F
* Trident Scoop: D B Light Attack
Trident Toss: B F Medium Attack
* Tentacle Strike: D B Medium Attack
* Water Shield: D D Heavy Attack (Hold Heavy Attack to Extend)
    Cancel: F F/B B


Character Power:
Water of Life: Character Power
Aquaman recovers from hit reactions quicker and allows him to slip out of combos of attacks.
Water of Life can be activated during a hit reaction.


Super Move:
The Beast Below: (Flip Stance+Meter Burn)
Aquaman stabs his opponent with his trident, throws them over his head, and floods the arena. He lifts them above a whirlpool as lightning strikes his trident, then lands a few slashes. A massive Mosasaur bites his opponent and dives, with Aquaman following. The creature releases them, and Aquaman impales his foe once more.


Atrocitus Atrocitus
Fighter Type: Power Based

Info:
First Appearance: Green Lantern Vol. 4 #25 (2007)
Alignment: Villain


Bio:
Red Lantern Atrocitus seeks revenge against all members of the Sinestro Corps for their murderous oppression of his homeworld. His hate blazes a path across the galaxy, leading him to Earth. Sensing an opportunity on the post-Regime planet, Atrocitus focuses on bolstering the Red Lantern's ranks by stoking the flames of rage.


Special Moves:
* Rage Charge: B F Light Attack (Also in Air)
* Blood-Nado: D B Light Attack
* Napalm Vomit: B F Medium Attack
* Napalm Vomit - Up: D F Medium Attack
* Life Drain: D B Heavy Attack (D D Meter Burn to Meter Burn once Atrocitus is pulsating)


Character Power:
Power of Rage: Character Power
Dex-Starr: Character Power
Atrocitus summons his cat Dex-Starr to assist him during the fight.

Blood Ball: Character Power (Also in Air)
Blood Wall: (F+Character Power) (Also in Air)
Hate Pounce: (D+Character Power) (Also in Air)

Combo Attacks: (With Dex-Starr active)
Crimson Red: (F+Light Attack), Medium Attack Heavy Attack Heavy Attack
Burn All: Medium Attack Medium Attack Heavy Attack
Massacre: (B+Medium Attack), Heavy Attack Heavy Attack


Super Move:
The Butcher: (Flip Stance+Meter Burn)
Atrocitus recites the Red Lantern Oath, impales his opponent with a blade, and punches them into a rock. He summons the Butcher, which charges, shattering the rock and knocking them down. Atrocitus finishes by spewing fire onto his foe.


Bane Bane
Fighter Type: Power Based

Info:
First Appearance: Batman: Vengeance of Bane #1 (1993)
Alignment: Villain


Bio:
After Superman's defeat, Bane was betrayed by the Regime and relentlessly pursued by Batman. Having already spent most of his life in prison, he is determined to take revenge against his former Regime masters and turn Gotham into a city where his rule is law.


Special Moves:
* Raging Charge: B F Light Attack
Ring Slam: D B Light Attack (Anti-Air)
* Mercenary's Elbow: B F Medium Attack
* Venom Uppercut: D B Medium Attack
* Bane Bomb: D B F Heavy Attack (Close)


Character Power:
Venom Boost: Character Power
Venom Boost has 3 levels, each level makes Bane more powerful.
When the buff wears off, Bane will become weakened.


Super Move:
Vengeance of Bane: (Flip Stance+Meter Burn)
Bane stomps, sending his opponent flying. He leaps after them, landing a punch, headbutt, and knee to the face before finishing with an earth-shattering DDT.


Batman Batman
Fighter Type: Gadget Based

Info:
First Appearance: (Bruce Wayne) Detective Comics #27 (1939)
Alignment: Hero


Bio:
Even after he's been exposed to the world as Batman, Bruce Wayne keeps his vow to avenge his parents' death by fighting for justice. He refuses to execute his enemies, believing that once he crosses that line, he's no better than the cowards he battles.


Special Moves:
* Straight Grapple: D F Light Attack
* Sky Grapple: D B Light Attack
* Batarang: B F Medium Attack
* Batarang - Up: D B Medium Attack
* Scatter Bombs: D B Medium Attack (In Air)
    Drop Kick: Light Attack (In Air, After Meter Burn)
    Elbow Drop: Heavy Attack (In Air, After Meter Burn)
* Slide Kick: B F Heavy Attack
Cape Counter: D B Heavy Attack
Double Jump: U UB/UB UB (In Air)
Glide: U UF/UF UF (In Air)
    Drop Kick: Light Attack (In Air)
    Elbow Drop: Heavy Attack (In Air)


Character Power:
Summon Bats: Character Power
Batman summons Mechanical Bats that hover around his body.

Release Bats: Character Power
Pressing Character Power will unleash Mechanical Bats at the opponent as a projectile.
Mechanical Bats can be released while Batman is in the air.


Bat Swarm: (D+Character Power)
Must have full Character Power to perform Bat Swarm.
(Hold
Character Power) to extend Bat Swarm.


Super Move:
Bat of Gotham: (Flip Stance+Meter Burn)
Batman tackles his opponent, deploying a gadget that lifts them into the Batwing's path. The Batwing pulls up, turns, and fires a machine gun before launching a missile, sending the opponent crashing to the ground.


Black Adam Black Adam
Fighter Type: Power Based

Info:
First Appearance: The Marvel Family #1 (1945)
Alignment: Villain


Bio:
After the fall of the Regime, Black Adam returned to his home defeated and humiliated. Staying hidden from Batman's watchful eye, Khandaq has become a safe haven for the Regime's remnants. There they await the day that together they can restore the Regime's rule upon the world.


Special Moves:
* Lightning Storm: D F Light Attack
* Black Magic: D B Light Attack
* Lightning Strike: D F Medium Attack
Lightning Bomb: D B Medium Attack
Lightning Bomb - Close: D B Medium Attack, B
Lightning Bomb - Far: D B Medium Attack, F
* Lightning Cage: D B Heavy Attack
* Boot Stomp - Close: D B Heavy Attack (In Air)
* Boot Stomp - Far: D F Heavy Attack (In Air)


Character Power:
Orbs of Seth: Character Power
Black Adam summons three orbs of lightning that revolve around his body.


Super Move:
SHAZAM!!!: (Flip Stance+Meter Burn)
Black Adam throws his opponent into Egypt, crashing them into a pyramid. He tackles them through it, yells 'SHAZAM!' and dodges as lightning strikes, obliterating the pyramid.


Black Canary Black Canary
Fighter Type: Gadget Based

Info:
First Appearance: FLASH COMICS #86 (1947)
Alignment: Hero


Bio:
Dinah Lance nearly sacrificed everything in her fight against the Regime but was forced to flee, before the fight was done. Now, with Batman restoring order, Black Canary has returned home to set things right, vowing to never again silence her canary's cry.


Special Moves:
* High Parry: D F Light Attack
Low Parry: D B Light Attack
* Soaring Knee: B F Medium Attack
* Canary Drop: D B Medium Attack (Also in Air)
* Canary Drop - Close: D B Medium Attack, B (Also in Air)
* Front Handspring: D F Heavy Attack
    Flying Scissor Kick: (Hold Heavy Attack)
    Crazy Legs: (D+Hold Heavy Attack)
    Thrust Kick: (U+Hold Heavy Attack)
* Back Handspring: D B Heavy Attack
    Flying Scissor Kick: (Hold Heavy Attack)
    Crazy Legs: (D+Hold Heavy Attack)
    Thrust Kick: (U+Hold Heavy Attack)


Character Power:
Canary Cry: Character Power
Canary Cry has 3 levels, each level makes the attack more powerful.
Holding
Character Power will charge Black Canary's scream meter faster.

Canary Cry Level 2: Character Power
Canary Cry Level 3: Character Power
Charge: (Hold Character Power)
Cancel: D D


Super Move:
Sonic Scream: (Flip Stance+Meter Burn)
Black Canary leaps, unleashing her Canary Cry to bring her opponent to their knees. She lands, bicycle kicks them into the air, then slams them down with another Canary Cry before delivering a gut punch.


Blue Beetle Blue Beetle
Fighter Type: Gadget Based

Info:
First Appearance: Blue Beetle #1 (1964)
Alignment: Hero


Bio:
Jaime Reyes sought Batman's help in learning to use the Scarab, an alien weapon of mass destruction bonded to his spine. Although the Scarab could pose a deadly threat to the entire planet, kindhearted Jaime is determined to protect people, wary of the corruptive influence of great power he witnessed under the Regime.


Special Moves:
* Blade Barrage: D F Light Attack
* Blade Stab: D B Light Attack
* Energy Cannon: B F Medium Attack (Also in Air)
Flying Scarab: D B Medium Attack (In Air)
    Beetle Retreat: UB (In Air)
    Beetle Rise: U (In Air)
    Beetle Advance: UF (In Air)
    Beetle Dash: F F (In Air)
    Beetle Drop: D (In Air)
Shield Slam: B F Heavy Attack


Character Power:
Power Blades: Character Power
Gains Power Blades for all Punching attacks.
Disables Energy Cannon and Crawling Burst when Power Blades are active.


World Rippers: Medium Attack Light Attack, (Light Attack+Heavy Attack)
* Mandible Strike: B F Heavy Attack


Super Move:
Shape Shifter: (Flip Stance+Meter Burn)
Blue Beetle sprouts two appendages that thrust at his opponent. His hands transform into maces, then energy cannons, combining for a powerful blast that delivers the finishing blow.


Brainiac Brainiac (Boss/Unlockable - Complete Story Mode)
Fighter Type: Power Based

Info:
First Appearance: ACTION COMICS #242 (1958)
Alignment: Villain


Bio:
Brainiac is a megalomaniacal genius who roams the universe, collecting knowledge to increase his intellectual and scientific prowess. Obsessed with establishing his superiority, Brainiac captured Krypton's greatest cities, then eradicated what remained... Or so he thought. Tales of the "Last Son of Krypton" have reached far into the stars. Now, the Collector of Worlds comes to Earth to finish his accumulation of Krypton - and discovers a new world worthy of his collection.


Special Moves:
Tendril Swing: D B Light Attack (In Air)
Tendril Swing - Close: D B Light Attack, B (In Air)
Tendril Swing - Far: D B Light Attack, F (In Air)
* Dox Drill: D F Medium Attack
* Tendril Thrash: D B Medium Attack (Anti-Air)
* Pneumenoid Dive: D B Medium Attack (In Air)
* Cybernetic Charge: B F Heavy Attack


Character Power:
Beta Strike: Character Power
Delay: (Hold Character Power)
Brainiac Commands a Beta to fly towards the opponent.

Beta Bomb: (D+Character Power)
Delay: (Hold Character Power)
Brainiac commands a Beta to drop an Ion Bomb on the opponent.


Super Move:
Skull Ship: (Flip Stance+Meter Burn)
Brainiac sprouts four mechanical appendages, one grabbing and throwing the opponent to the ground. He sends four robots to fire harpoons, then his ship arrives, firing a laser that destroys both the enemy and his own robots with its force.


Captain Cold Captain Cold
Fighter Type: Gadget Based

Info:
First Appearance: Showcase #8 (1957)
Alignment: Villain


Bio:
Sworn to ending all crime, the Regime hunted down and brutally executed every member of the Rogues, including Captain Cold's sister. Using his skills as a thief and his iconic Cold Gun, Cold now seeks his vengeance. He'll gladly use the Society to achieve it.


Special Moves:
* Cold Blast: B F Light Attack
* Death-Cicle: D F Medium Attack
* Death-Cicle - Close: D F Medium Attack, B
* Death-Cicle - Far: D F Medium Attack, F
* Death-Cicle - Very Far: D F Medium Attack, U
* The Wall: D B Medium Attack
* Frost Field: D F Heavy Attack
* Big Freeze: D B Heavy Attack


Character Power:
Cyclotron Charge: (Hold Character Power)
Cancel: F F/B B
There are 3 levels to Cyclotron Charge.
Holding
Character Power will charge the Cold Gun allowing different special moves to be performed.

Frosted Tips: (B+Character Power)
Frosted Tips requires 1 bar of Cyclotron Charge.
Captain Cold coats himself with icy spikes that will damage the opponent when connecting normal and special moves.


Glacier Grenade: (F+Character Power)
Glacier Grenade requires 2 bars of Cyclotron Charge.
The opponent will take damage over time and begin to freeze while standing in frozen area created by the Glacier Grenade.

Cryogenic Blast: (D+Character Power)
Cryogenic Blast requires all 3 bars of Cyclotron Charge.


Super Move:
Absolute Zero: (Flip Stance+Meter Burn)
Captain Cold shoots a blast, freezing the opponent and transporting them to a cold field. He rides an icy trail, hitting them with blasts before jumping to the top, forming a giant icicle to crush them.


Catwoman Catwoman
Fighter Type: Gadget Based

Info:
First Appearance: (Selina Kyle) Batman #1 (1940)
Alignment: Villain


Bio:
Consistently walking the line between hero and villain, Selina Kyle's pilfering past as Catwoman prevents Batman from ever placing his full trust in her. As the ashes of the Regime give rise to the sinister Society, the Caped Crusader must once again speculate where this thieving feline's loyalties lie.


Special Moves:
Cat's Tail: D F Light Attack
Cat's Tail - Up: D B Light Attack
* Cat Dash: B F Medium Attack
Feline Evade - High: D B Medium Attack
Feline Evade - Low: D B Medium Attack, U
* Rising Claws: D F Heavy Attack
Cat Stance: D D Heavy Attack
    Cat-Wheel: Light Attack
    Up Whip: Medium Attack
    Pounce: Heavy Attack
    Cat-cel Cat Stance: F F/B B/U


Character Power:
* Cat-Lateral Damage: Character Power
Each time Catwoman lands an attack she has a chance to have 1 Scratch added to her Scratch meter.
Pressing
Character Power will perform a damaging combo, with each Scratch adding additional damage, up to a maximum of 5 hits.

To Meter Burn, you must press
Meter Burn in the middle of Cat-Lateral Damage.
Cat-Lateral Damage can only be Meter Burned when 4 or 5 scratches are available.


Super Move:
Bad Kitty: (Flip Stance+Meter Burn)
Bad Kitty - Close: (Flip Stance+Meter Burn), B
Bad Kitty - Far: (Flip Stance+Meter Burn), F
Catwoman leaps at her opponent, kicking them in the face before riding a motorcycle toward them. She uses her whip to drag them along the ground, then returns, pulling the motorcycle upward and jumping off as it crashes into her opponent, exploding violently.


Cheetah Cheetah
Fighter Type: Power Based

Info:
First Appearance: Wonder Woman #6 (October 1943)
Alignment: Villain


Bio:
When archaeologist Barbara Ann Minerva betrayed Wonder Woman to claim the powers of a god, she was unaware that she would be cursed to live a life transformed as the Cheetah. She now uses her primal powers to take revenge against Wonder Woman, drawing her out of hiding in hopes of bringing about her doom.


Special Moves:
* Savage Ambush: D B Light Attack (opponent must be ducking)
* Deadly Hook: D B F Light Attack (Close)
* Primal Rage: D B Medium Attack
* Predator Pounce: D B Medium Attack (In Air)
* Blood Lunge: B F Heavy Attack
    Delay: (Hold Heavy Attack)
    Cat-cel: F F/B B
* Blood Lunge - Close: B F Heavy Attack, B
    Delay: (Hold Heavy Attack)
    Cat-cel: F F/B B
* Blood Lunge - Far: B F Heavy Attack, F
    Delay: (Hold Heavy Attack)
    Cat-cel: F F/B B


Character Power:
Claws of Death: Character Power
Grants Cheetah a damage buff on all claw attacks.


Super Move:
Queen of the Jungle: (Flip Stance+Meter Burn)
Cheetah charges, throws her opponent into the air, and lands three rapid slashes. She follows with more strikes, then jumps onto their back, breaking their spine and slamming them into the ground.


Cyborg Cyborg
Fighter Type: Power Based

Info:
First Appearance: (Victor "Vic" Stone) DC Comics Presents #26 (1980)
Alignment: Hero


Bio:
Victor Stone lost more than his friends at the tragedy of Metropolis, he lost his hope. His anger tempered his loyalty for Superman, and he has remained eager to serve the Regime. With the world left unprepared for the looming threat, Cyborg may be the only one who can combat the technological might of Brainiac.


Special Moves:
* Nova Blaster: B F Light Attack (Also in Air)
    Delay: (Hold Light Attack)
    Cancel: F F/B B
* Nova Blaster - Up: D B Light Attack
    Delay: (Hold Light Attack)
    Cancel: F F/B B
* Nova Blaster - Down: D B Light Attack (In Air)
Sonic Disruptor: D F Medium Attack
    Delay: (Hold Medium Attack)
    Cancel: F F/B B
Sonic Disruptor - Up: D F Medium Attack, U
    Delay: (Hold Medium Attack)
    Cancel: F F/B B
* Power Fist: D B Medium Attack
Cybernetic Sweep: D B Heavy Attack
* Techno Tackle: B D F Heavy Attack (Close)
Target Acquired: D D Heavy Attack
    Delay: (Hold Heavy Attack)
    Cancel: F F/B B
Target Acquired - Close: D D Heavy Attack, B
    Delay: (Hold Heavy Attack)
    Cancel: F F/B B
Target Acquired - Far: D D Heavy Attack, F
    Delay: (Hold Heavy Attack)
    Cancel: F F/B B
Grapple - Back: D UB
Grapple - Forward: D UF


Character Power:
Front Air Drone: Character Power
Cyborg uses the Power of the Mother Box to create an Air Drone.

Behind Air Drone: Character Power, B
Cyborg uses the Power of the Mother Box to create an Air Drone.

Front Land Drone: Character Power, F
Cyborg uses the Power of the Mother Box to create a Land Drone.

Behind Land Drone: Character Power, D
Cyborg uses the Power of the Mother Box to create a Land Drone.


Super Move:
Apokolips: (Flip Stance+Meter Burn)
Cyborg blasts his enemy through a Boom Tube to Apokolips, where Parademons attack. He drags them back through the open Boom Tube and obliterates them with a powerful blast, destroying the Parademons.


Deadshot Deadshot
Fighter Type: Gadget Based

Info:
First Appearance: Batman #59 (1950)
Alignment: Villain


Bio:
Floyd Lawton is "the" human arsenal, his aim lethal from any range. Having escaped imprisonment during the Regime, he now enters the fray as an expert assassin for hire, forced to contend with the fact that Grodd has come into possession of the detonator to the Personal Explosive Device implanted in his head.


Special Moves:
* Wrist Cannon: B F Light Attack (Also in Air)
    Advance: (Hold F) (During Meter Burn)
    Retreat: (Hold B) (During Meter Burn)
* Trick Shot: D F Medium Attack
* Trick Shot - Close: D F Medium Attack, B
* Trick Shot - Far: D F Medium Attack, D
* Bullet Barrage: D B Medium Attack
* Assassin Knee: B F Heavy Attack
* Deadly Assault: D B Heavy Attack


Character Power:
Incendiary Ammo: Character Power
Adds damage over time for Wrist Cannon.

Explosive Ammo: (B+Character Power)
Does additional damage over time and causes a knockdown for Wrist Cannon.

Poison Ammo: (F+Character Power)
Drains the opponent's Super Meter for Wrist Cannon.


Super Move:
Never Miss: (Flip Stance+Meter Burn)
Deadshot unleashes a brutal assault, starting with a rifle strike to his opponent's head. He then throws the rifle, punches, and stabs with a knife. Spinning, he elbows the opponent and shoots them with a wrist-mounted cannon, followed by another stab and shot. Catching the falling rifle, he finishes with a headshot.


Dr. Fate Dr. Fate
Fighter Type: Power Based

Info:
First Appearance: (Kent, Inza) More Fun Comics #55 (May 1940)
Alignment: Hero


Bio:
Powerful sorcerer Kent Nelson wears the Helm of Fate and sees the fate of all mankind, for better or worse. He knows the world will end - either by Brainiac's hand, or in a war between Batman and Superman. Though the Helm compels Kent to preserve this grim fate for the sake of Order, Kent's humanity compels him to intervene on behalf of his heroic friends - and risk the unforeseeable consequences.


Special Moves:
* Amon Ra Blast: D F Light Attack
* Displacer Orb: D B Light Attack
    Meter Burn: D B Meter Burn
    Cancel: F F/B B
* Breath of Life: D F Medium Attack (Restores Life)
* Breath of Life - Behind: D F Medium Attack, B
* Glyph of Osiris: D B Medium Attack
Spell of Judgment: D B Heavy Attack (Up To 3 Times)
    Final Judgment: D F Heavy Attack
* Sharidum's Lock: D D Heavy Attack (Locks close Environmental Interactions by Opponent for a short period of time.)
    (Meter Burns locks all Environmental Interactions by Opponent for a short period of time.)


Character Power:
Dark Magic: Character Power
Dark Magic augments the properties of Doctor Fate's spells.

* Apophis Blast: D F Light Attack
* Chaos Orb: D B Light Attack
    Meter Burn: D B Meter Burn
    Cancel: F F/B B
* Nabu's Curse: D F Medium Attack (Depletes Life)
* Nabu's Curse - Behind: D F Medium Attack, B
* Glyph of Anubis: D B Medium Attack
Spell of Punishment: D B Heavy Attack (Up To 3 Times)
    Final Punishment: D F Heavy Attack


Super Move:
The Amulet of Anubis: (Flip Stance+Meter Burn)
Doctor Fate pulls his opponent into a portal on his chest, transporting them to a room with three other Fates. They slam the opponent into a wall, strike with orbs, and push them out with his amulet, ejecting them back through the portal.


Firestorm Firestorm
Fighter Type: Gadget Based

Info:
First Appearance: FIRESTORM, THE NUCLEAR MAN #1 (1978)
Alignment: Hero


Bio:
Two minds sharing one super-powered body, Jason Rusch and Martin Stein are only beginning to master their abilities as Firestorm. However reconciling Jason's brash personality with Martin's more empirical approach is no small task. While these two don't agree on much, one thing they never argue about is helping Batman rebuild a safer world.


Special Moves:
* Fusion Blast: B F Light Attack
Energy Shield: D B Light Attack
Heat Flux: D B Medium Attack (Charges Eternal Flame Faster)
    Extend: (Hold Medium Attack)
    Cancel: B B/F F
* Molten Trap: B D Medium Attack
* Molten Trap - Close: B D Medium Attack, B
* Molten Trap - Far: B D Medium Attack, F
Fusion Charge: B F Heavy Attack (Also in Air)
* Atomic Burst: D B Heavy Attack
Dash Forward: F F (In Air)
Dash Away: B B (In Air)


Character Power:
Eternal Flame: Character Power
Eternal Flame has 3 levels, each level makes Firestorm more powerful and regenerate health faster.


Super Move:
Molecular Mayhem: (Flip Stance+Meter Burn)
Firestorm dashes past his opponent, throwing two fireballs. He goes underground, emerges beneath them, and launches them into the air. He then forms two large fireballs and slams them down on his opponent.


The Flash The Flash
Fighter Type: Gadget Based

Info:
First Appearance: (Barry Allen) Showcase #4 (1956)
Alignment: Hero


Bio:
Once known as the fastest man alive, Barry Allen has hung up his boots in public shame after defecting from the Regime. However, as a new enemy threatens the innocent, the Flash returns to action, determined to redeem himself.


Special Moves:
Fists of Fury: B F Light Attack
* Lightning Kick: D F Light Attack
    Delay: (Hold Light Attack)
    Cancel: F F/B B
* Quantum Tunneling: D B Light Attack
* Lightning Punches: B F Medium Attack
On Your Mark: D D Medium Attack
    Running Man: F
    Lighting Charge: (F+Light Attack)
    Sonic Pound: (F+Medium Attack)
    Quick Slide: (F+Heavy Attack)
    Cancel: B B
* Sonic Pound: D F Heavy Attack
* Sonic Pound - Close: D F Heavy Attack, B
* Sonic Pound - Far: D F Heavy Attack, F
* Sonic Lift: D B Heavy Attack


Character Power:
Speed Zone: Character Power
The Flash enters the Speed Zone causing The Flash to move faster than his opponent.


Super Move:
Time Changer: (Flip Stance+Meter Burn)
Flash hits his opponent, sending them spinning. He then travels back in time to slam them into the Sphinx, again to toss them into an angry Tyrannosaurus Rex, and finally travels forward to smash them into themselves.


Gorilla Grodd Gorilla Grodd
Fighter Type: Power Based

Info:
First Appearance: The Flash #106 (1959)
Alignment: Villain


Bio:
Telepathic brute Gorilla Grodd has long sought to prove his peerless genius by subjugating mankind. He's gone so far as to form an anti-Justice League, the Society, to once and for all smash their opposition. Using his intellect and telepathy, Grodd enlists others in his mission to conquer the planet and fill the void of power left by Superman's Regime.


Special Moves:
* Primal Lunge: D F Light Attack
    Fatal Strike: Light Attack (In Air)
    Brutal Punch: Medium Attack (In Air)
    Savage Kick: Heavy Attack (In Air)
    Head Bash: Throw (In Air)
* Primal Lunge - Close: D F Light Attack, B
    Fatal Strike: Light Attack (In Air)
    Brutal Punch: Medium Attack (In Air)
    Savage Kick: Heavy Attack (In Air)
    Head Bash: Throw (In Air)
* Primal Lunge - Far: D F Light Attack, F
    Fatal Strike: Light Attack (In Air)
    Brutal Punch: Medium Attack (In Air)
    Savage Kick: Heavy Attack (In Air)
    Head Bash: Throw (In Air)
* Ground Pound: D D Medium Attack
    Cancel: F F/B B
* Stampede: B F Heavy Attack
    Cancel: F F/B B


Character Power:
Telekinesis: Character Power

Psionic Lift: D D Light Attack
    Psionic Dash: F F/B B
    Cancel Lift: D D
    * Psionic Blast: Light Attack
    * Ground Slam: Medium Attack
Psionic Push: B F Medium Attack
* Mind Control: D B Medium Attack
Savage Strength: D D Heavy Attack (Temporary Projectile Immunity)

Telekinetic Combo Attacks:
Salvation Run: (B+Medium Attack), (Light Attack+Heavy Attack) [10%]
Hyper-Intelligence: (F+Medium Attack), Light Attack [7%]


Super Move:
Animal Instinct: (Flip Stance+Meter Burn)
Grodd blasts his opponent with a psychic wave, pulls them in, and pounds them into the ground. He then drags them closer, roars in their face, and punches them across the arena.


Green Arrow Green Arrow
Fighter Type: Gadget Based

Info:
First Appearance: (Oliver Queen) More Fun Comics #73 (1941)
Alignment: Hero


Bio:
It's been a hard traveled road of the emerald archer, as this Earth's Oliver Queen gave his life in the fight against the Regime. Now as an alternative Earth's Ollie steps in to honor that sacrifice, he will join his wife Black Canary in Batman's crusade to set things right.


Special Moves:
* Hurricane Bow: D F Light Attack
* Sky Alert: D B Light Attack (Anti-Air, Also in Air)
* Savage Blast: D B Medium Attack
* Up Haven Blast: D F Medium Attack (Anti-Air)
* Stinger: B F Heavy Attack


Character Power:
Take Aim: Character Power
Draw: (Hold Character Power)
Cancel: Flip Stance
Walk Forward: (Hold Character Power+F)
Dash Forward: (Hold Character Power+F F)
Walk Backwards: (Hold Character Power+B)
Dash Backwards: (Hold Character Power+B B)
Jump: (Hold Character Power+U)
Crouch: (Hold Character Power+D)
Up Arrow: (Hold Character Power+B)
Down Arrow: (Hold Character Power+D) (In Air)
Boxing Glove Arrow: Meter Burn

Burning Desire: D D Character Power (Loads Green Arrow's quiver with three Fire Arrows)
Frozen Tip: D B Character Power (Loads Green Arrow's quiver with a single Ice Arrow)
Electrocution: D F Character Power (Loads Green Arrow's quiver with two Electric Arrows)


Super Move:
Target Practice: (Flip Stance+Meter Burn)
Green Arrow strikes with his bow, then fires an explosive arrow behind his opponent. He throws them onto it, then shoots an ice arrow, freezing them. He stomps on the ice, shattering it.


Green Lantern Green Lantern
Fighter Type: Power Based

Info:
First Appearance: (Hal Jordan) Showcase #22 (October 1959)
Alignment: Hero


Bio:
Rehabilitated by the Guardians of Oa, Hal Jordan overcame his worst fears from his time as a member of the Sinestro Corps. Now a Green Lantern once more, Hal returns to Sector 2814 on a mission to stop Brainiac's invasion and prove to himself that he deserves a second chance at a brighter day.


Special Moves:
* Battery Blast: B F Light Attack (Also in Air)
* Battery Blast - Slow: B F Light Attack, B (Power Ring Must Be Active)
* Battery Blast - Fast: B F Light Attack, F (Power Ring Must Be Active)
* Lantern's Might: D B Light Attack
* Bowled Over: B F Medium Attack
* Overcharged Lantern: D B Medium Attack
* Overcharged Lantern - Close: D B Medium Attack, B
* Overcharged Lantern - Far: D B Medium Attack, F
* Willpower Wall: B F Heavy Attack


Character Power:
Power Ring: Character Power
Increases Green Lantern's damage and amplifies the power of many of his Special Moves.


Super Move:
Mechanized Assault: (Flip Stance+Meter Burn)
Green Lantern slams giant robot boots onto his enemy, forms legs, and claps with hands. He creates a body, then strikes with the head, completing the robot, before firing a massive laser blast as the opponent protests.


Harley Quinn Harley Quinn
Fighter Type: Gadget Based

Info:
First Appearance: (Harleen Frances Quinzel) The Batman Adventures #12 (1993)
Alignment: Villain


Bio:
Since the fall of the Regime, Harley Quinn has found little solace in the incarceration of Superman. Still feeling a tremendous void left by Joker's death, Harley remains an unstable and uneasy ally. Resolute in her conviction, she refuses to let fugitives, assassins, or even criminals she once called friends stand in the way of her exacting revenge upon the man who silenced The Joker's laugh.


Special Moves:
* Pistol Fury: D F Light Attack
* Air Pistol Fury: D B Light Attack (In Air)
* Pistol Fury - Up: D B Light Attack (Anti-Air)
* Play Doctor: D B F Light Attack (Close)
* Cupcake Bomb: B F Medium Attack
* Pop Pop: D B Medium Attack
    Delay: (Hold Medium Attack)
    Cancel: F F/B B
Tantrum Stance: D B Heavy Attack
    Light Attack = Cartwheel
    Medium Attack = Boom Boom
    Heavy Attack = Bullet Frenzy
    F = Forward Roll
    B = Back Roll


Character Power:
Bud Rush: Character Power
    Double Trouble: (Hold Character Power)
Lou Strike: Character Power (Hold U)
    Like it Ruff: (Hold Character Power+B)
    Pounding Puppies: (Hold Character Power+U)
    Ruff Housing: (Hold Character Power+F)


Super Move:
Get 'Em Boys: (Flip Stance+Meter Burn)
Harley throws a bomb, stunning her enemy, then summons her hyenas, Bud & Lou, to bite them. She finishes with a bat swing.


The Joker The Joker
Fighter Type: Gadget Based

Info:
First Appearance: Batman #1 (1940)
Alignment: Villain


Bio:
Though killed by Superman, The Joker continues to haunt the lives of all those touched by his madness. By destroying Metropolis, he set the events in motion which made enemies of Superman and Batman. If he were alive to see the chaos he'd created, he would surely be smiling.


Special Moves:
* BANG!: D F Light Attack
    Delay: (Hold Light Attack)
    Cancel: F F/B B/D D
* Flying Gas: D B Light Attack
* Rolling Gas: B F Medium Attack
* Joy Buzzer: D B Medium Attack (Parry)
* Crazed Run: B F Heavy Attack (Can Meter Burn twice, both before and after Special Move connects)
Death Spin: D B Heavy Attack
Chattering Teeth: D D Heavy Attack
Chattering Teeth - Mid: D D Heavy Attack, U
Chattering Teeth - Far: D D Heavy Attack, F


Character Power:
HA: Character Power
Enhances Joker's mobility.

HA HA: Character Power
Enhances Joker's mobility making him faster than level 1 HA.

HA HA HA: Character Power
Enhances Joker's mobility making him faster than level 2 HA HA.


Super Move:
Not So Funny Is It?: (Flip Stance+Meter Burn)
The Joker hits his opponent with a laughing gas canister, sending them to an electric chair. In a dark room, he whacks them twice with a crowbar, flips a switch, and electrocutes them, triggering dynamite that explodes. If equipped with the Side Order of Pie ability, he starts his Super Move by throwing a pie in the opponent's face.


Poison Ivy Poison Ivy
Fighter Type: Gadget Based

Info:
First Appearance: BATMAN #161 (1966)
Alignment: Villain


Bio:
Dr. Pamela Isley was once an innovative, radical botanical biochemist with a singular goal: make the world safe for plant life to flourish. She joins the Society to further their common interest in bringing mankind to its knees, but at heart, Ivy's desire is to ensure that in any new world order, flora dominates fauna.


Special Moves:
* Kiss of Death: D B F Light Attack (Close)
Datura Hammer: D D Light Attack
    Swinging Datura: Meter Burn
    Straight Datura: Light Attack
    Up Datura: Medium Attack
    Datura Kick: Heavy Attack
    Recoil Datura Hammer: U
* Chompy and Bitey Bash: D F Medium Attack
* Vine Drill: D B Medium Attack
Rhytidome Skin: D D Medium Attack (Damage Resistance)
* Bed of Thorns: D B Heavy Attack
* Bed of Thorns - Close: D B Heavy Attack, B
* Bed of Thorns - Far: D B Heavy Attack, F


Character Power:
Night Shade: Character Power
Poison Ivy summons her Plant Minion that spits deadly ooze at the opponent.

Burrow: (D+Character Power)
Poison Ivy's Plant Minion attacks the opponent from under the ground.


Super Move:
FEED ME: (Flip Stance+Meter Burn)
Ivy blows plant spores into her opponent's face, then summons a jungle-like environment. A menacing shadow reveals a monstrous Venus Flytrap tongue, which grabs the opponent, pulls them in, and chews on them three times. Ivy commands a vine to pull them out and throws them across the stage, crashing them through a plant-wall and slamming them into the floor.


Robin Robin
Fighter Type: Gadget Based

Info:
First Appearance: BATMAN AND ROBIN #1 (2011)
Alignment: Hero


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


Special Moves:
* Smart Birdarang: D B Light Attack
* Sword Dance: D B Medium Attack
* Blade Spin: D B Medium Attack (In Air)
* Blade Spin - Close: D B Medium Attack, B (In Air)
* Blade Spin - Far: D B Medium Attack, F (In Air)
* Assassin Strike: B F Heavy Attack
    Cancel: D
* Swoop: D B Heavy Attack
* Swoop - Close: D B Heavy Attack, B
* Swoop - Far: D B Heavy Attack, F


Character Power:
Smoke Pellet: Character Power
    Teleport: Character Power
Smoke Pellet - Close: (B+Character Power)
    Teleport: Character Power
Smoke Pellet - Far: (F+Character Power)
    Teleport: Character Power
Explosive Birdarang: D B Character Power
    Detonate: Character Power
Explosive Birdarang - Close: D B Character Power, B
    Detonate: Character Power
Explosive Birdarang - Far: D B Character Power, F
    Detonate: Character Power
Remote Birdarang: D F Character Power
    Recall: Character Power
Remote Birdarang - Close: D F Character Power, B
    Recall: Character Power
Remote Birdarang - Far: D F Character Power, F
    Recall: Character Power


Super Move:
Holding Back: (Flip Stance+Meter Burn)
Robin stabs his opponent with his sword, throws batarangs into the distance, and charges in for a series of slashes. He backflips, posing as the batarangs return, embedding themselves in the opponent and detonating. With legendary gear, Robin starts by riding his Redbird and charging at the opponent to begin the super move.


Scarecrow Scarecrow
Fighter Type: Power Based

Info:
First Appearance: WORLD'S FINEST COMICS #3 (1941)
Alignment: Evil


Bio:
Scarecrow plays on the fears of the unknown to inflict terror on his victims. An anarchist obsessed with using chemistry and psychology to spread and study fear. He joins the Society in order to sow panic on a global scale.


Special Moves:
* Scythe Grab: B F Light Attack
* Death Spin: D B Light Attack
    Advance: F F
    Retreat: B B
    Cancel: D
Toxin Breath: B F Medium Attack
    Extend: (Hold Medium Attack)
* Fear-Ferno: D B Medium Attack
Fear Toxin: D B Heavy Attack (Also in Air)
Schizophrenia: D B F Heavy Attack (Close)
Panic-Port: D U


Character Power:
Inner Fear: Character Power
When Inner Fear is activated a cloud of Fear Gas surrounds Scarecrow.
The cloud of Fear Gas will do damage over time to the opponent when close to Scarecrow.
Damaging the opponent with Fear Gas will build the Fear Meter and allow Scarecrow to perform Traumatize when the Fear Meter is full.


Traumatize: Character Power
Traumatize can only be performed when the Fear Meter is completely full.


Super Move:
Death Bed: (Flip Stance+Meter Burn)
Scarecrow uses his sickle to rip open a hole in reality, summoning crows and a massive chain. The opponent is pulled into a graveyard, where a giant Scarecrow drags them with the chain, smashing them into the ground twice. The move ends with Scarecrow slamming the opponent into a grave, their name engraved on the headstone.


Supergirl Supergirl
Fighter Type: Power Based

Info:
First Appearance: Superman #123 (1958)
Alignment: Heroine


Bio:
As a child Kara Zor-El witnessed the devastation of Krypton before she was sent to Earth on a mission to protect her infant cousin, Kal-El. Arriving on Earth decades too late, she discovered that grown-up Kal has been imprisoned. Still determined to protect her family, and its legacy, Kara will fight her cousin's enemies as Supergirl.


Special Moves:
* Rising Sun Strike: D B Light Attack
Super Hover: D B Light Attack (In Air)
    Extend: (Hold Light Attack)
* Frost Breath: D F Medium Attack
    Extend: (Hold Medium Attack)
* Space Port: D B Medium Attack (Also in Air)
* Kryptonian Force: B F Heavy Attack
Power Slam: (D+Throw) (In Air, Close)
Air Dash Forward: F F (In Air)
Air Dash Away: B B (In Air)


Character Power:
Straight Blast: Character Power
Ground Blast: (D+Character Power)
Ground Blast - Close: (DB+Character Power)
Up Blast: (B+Character Power)
Walking Heat Vision: (Character Power+Meter Burn)

Straight Blast: Character Power (In Air)
Ground Blast: (D+Character Power) (In Air)
Ground Blast - Close: (B+Character Power) (In Air)
Straight Laser: (U+Character Power) (In Air)
    Extend: (Hold Character Power)


Super Move:
Asteroid Shower: (Flip Stance+Meter Burn)
Supergirl uppercuts her opponent, grabs them, and blasts into space. She circles the sun to power up, then tosses the opponent away, firing her heat vision and smashing them through an asteroid belt before crashing them back to Earth, where more asteroids strike them.


Superman Superman
Fighter Type: Power Based

Info:
First Appearance: Action Comics #1 (1938)
Alignment: Hero


Bio:
After the fall of the Regime, Superman now remains a permanent resident of a prison built to contain and suppress the man of steel. Still grieving the loss of Lois and their unborn son, Superman maintains that peace can only be achieved through subjugation - But as a new threat looms, can old enemies forge new alliances?


Special Moves:
* Lockdown Launch: D F Light Attack
* Heat Vision: D B Light Attack (Also in Air)
* Rising Grab: D F Medium Attack
    * Heat Vision: D B Light Attack (In Air) (After Meter Burn Rising Grab)
* Super Breath: D B Medium Attack
* Flying Smash: (D+Heavy Attack) (In Air)
    Away Meter Burn: Meter Burn, B
* Flying Punch: B F Heavy Attack
Heat Zap: D B Heavy Attack
Air Dash Forward: F F (In Air)
Air Dash Away: B B (In Air)


Character Power:
Unchained: Character Power
Grants a damage buff to all attacks and has armor breaking properties when active.


Super Move:
Final Flight: (Flip Stance+Meter Burn)
Superman flies forward, grabs his opponent by the throat, and punches them into the stratosphere. He follows with two more punches, catches them mid-air, then dives down, slamming them into the ground.


Swamp Thing Swamp Thing
Fighter Type: Power Based

Info:
First Appearance: House of Secrets #92 (July 1971)
Alignment: Hero


Bio:
The living elemental, Swamp Thing is the protector of all plant life, what he refers to as "the Green." As the violent affairs of humanity threaten to impact fauna worldwide, Swamp Thing prepares his return to the fray to defend "the Green" from destruction.


Special Moves:
* Vine Grab: D F Light Attack
    Meter Burn Behind: Meter Burn, B
* Vine Grab - Close: D F Light Attack, B
    Meter Burn Behind: Meter Burn, B
* Vine Grab - Far: D F Light Attack, F
    Meter Burn Behind: Meter Burn, B
* Vine Grab - Up: D F Light Attack, U
    Meter Burn Behind: Meter Burn, B
Log Kick: D B Light Attack
* Green Thumb: D F Medium Attack
    Spiked Palm: Light Attack
    Stump Bump: Medium Attack
    Up Rooted: Heavy Attack
* Refoliation: D B Medium Attack (Anti-Air)
* Bayou Bash: B F Heavy Attack
* Bio-Fission: D B Heavy Attack


Character Power:
Abigail's Garden: Character Power
Opponent's cannot dash or jump while being caught in Abigail's Garden.
The Opponent will take damage over time from Abigail's Garden.


Control Abigail's Garden: Character Power
Stops Abigail's Garden from growing but leaves a patch of Wildflowers on the fightline.

Ephemeral Abigail's Garden: Character Power
Causes Abigail's Garden to instantly wither away.


Super Move:
Green Kingdom: (Flip Stance+Meter Burn)
Swamp Thing sinks his arms into the ground, pulling his opponent beneath the surface. The opponent bounces off the ground as Swamp Thing's enlarged hands emerge, pummeling them into stone walls. The hands then grab and spread the opponent across sharp rocks, possibly breaking their back. A gigantic hand lifts them back to the surface before slamming them down.


Wonder Woman Wonder Woman
Fighter Type: Power Based

Info:
First Appearance: (Diana Prince) All Star Comics #8 (1941)
Alignment: Hero


Bio:
An exiled sister of Themyscira, Wonder Woman remains in hiding after the fall of the Regime. Still an ardent believer of Superman and his rule, Wonder Woman awaits her opportunity to strike back against Batman and free Superman from his imprisonment.


Special Moves:
* Lasso of Truth: B F Light Attack
Bracelet's of Submission: D B Light Attack (Parries Projectiles and Basic Attacks)
* Shield Toss: B F Medium Attack (Also in Air)
* Upward Shield Toss: D B Medium Attack
* Downward Shield Toss: D B Medium Attack (In Air)
* Amalthea Bash: B F Heavy Attack
* Upward Amalthea Bash: D B Heavy Attack
Air Dash Forward: F F (In Air) (Must Have Hermes' Blessing active)
Air Dash Away: B B (In Air) (Must Have Hermes' Blessing active)


Character Power:
Hippolyta's Light: Character Power
Activating Hippolyta's Light will randomly select one of five different buffs.

Demeter's Spirit: Character Power
Buffs Resilience.
Wonder Woman takes reduced damage.


Artemis' Strength: Character Power
Buff's Bracelet's.
Increases the duration and power of the buff after Bracelets of Submission.


Athena's Power: Character Power
Buff's Shield.
Increase the damage of Shield based attacks.
Allows Shield Toss to absorb projectiles while the buff is active.


Hestia's Gift:
Buffs Lasso.
Increases the damage of Lasso based attacks.


Hermes' Blessing:
Buffs Mobility.
Allows Wonder Woman to Air Dash Forward and Air Dash Away.


Super Move:
Princess Power: (Flip Stance+Meter Burn)
Wonder Woman stuns her opponent with a blast from her bracers, lassos them with her leg, and uppercuts them with her shield, which she then throws. She jumps up, punches them to the ground, impales them with her sword and shield, and finishes with a stomp.


Downloadable Characters (DLC):

Darkseid Darkseid (Pre-Order/DLC)
Fighter Type: Power Based

Info:
First Appearance: SUPERMAN'S PAL JIMMY OLSEN #134 (1970)
Alignment: Villain


Bio:
A being of pure hate incarnate, the lord of Apokolips Darkseid demands the total subjugation of all existence. His merciless obsession has left a wake of suffering and obliteration as he seeks the Anti-Life Equation. With his invincible body, limitless strength, army of Parademons, and the annihilating power of his Omega Beams, he is not only a threat to this world, but to every world within reach.


Special Moves:
* Omega Beams: D F Light Attack (Also in Air)
    Omega Beams - Down: D (After Meter Burn)
    Omega Beams - Up: U (After Meter Burn)
Omega Beams - Low: D B Light Attack
* Omega Beams - Upward: D B Medium Attack
* Palm Blast: D F Medium Attack
* Flying Knee: B F Heavy Attack
* Doom Stomp: D F Heavy Attack (In Air)
Boom Tube: D B Heavy Attack (Also in Air)


Character Power:
Flying Parademon: Character Power
Darkseid opens a Boom Tube and summons a Parademon from Apokolips to assist him.
    Demon Blast: Character Power
    Swooping Demon: (F+Character Power)

Charging Parademon: (B+Character Power)
    Demon Dive: Character Power
    Demon Charge: (F+Character Power)

Explosive Parademon: (F+Character Power)
    Detonate: Character Power


Super Move:
Boss Darkseid: (Flip Stance+Meter Burn)
    Direct Omega Beams: B F U D
Darkseid fires his Omega Beams, sending his opponent into orbit. The beams smash them through satellites before Darkseid catches them in his massive hand, crushing them and pulling them back through a Boom Tube to the arena. With legendary gear, the blast travels slower but becomes unblockable.


DLC Availability:
May 16th, 2017


Red Hood Red Hood (DLC)
Fighter Type: Gadget Based

Info:
First Appearance: Batman #357 (1983) (As Jason Todd)
Alignment: Hero


Bio:
Jason Todd once served as Batman's second protégé "Robin" before being brutally murdered by The Joker. Years later, the powerful healing waters of the Lazarus Pit brought Jason Todd back to life. However the power of the pit comes at a cost, and a change takes hold in Jason. He now uses the mantle of the Red Hood to wage a lethal war on crime.


Special Moves:
* Ground Mine: B F Light Attack
* Ground Mine - Close: B F Light Attack, B
* Ground Mine - Far: B F Light Attack, F
* Ground Mine - Very Far: B F Light Attack, U
* Spin Parry: D B Light Attack
* Spin Parry - Low: D B Light Attack, D
* Gotham Stars: B F Medium Attack
* Gotham Stars - Up: D B Medium Attack (Anti-Air)
* Akimbo Blaze: D B Medium Attack (In Air)
* Lethal Lunge: D F Heavy Attack (Meter Burn Before and After Hitting Opponent)
* Fatal Drop: D B Heavy Attack
Vendetta Slam: (D+Throw) (In Air, Close)


Character Power:
Electric Hammers: Character Power
Red Hood can activate Electric Hammers, allowing him to use a series of follow up attacks.
Cancel: Light Attack
Quick Shot: Medium Attack

Kneecappin':
Electric Hammers: Character Power
Hammer Slam: Heavy Attack
Double Hammers: Heavy Attack Heavy Attack
Hammer Fury: Heavy Attack Heavy Attack Medium Attack
Low Shot: Heavy Attack Heavy Attack Medium Attack, (D+Medium Attack)

Cracking Skulls:
Electric Hammers: Character Power
Hammer Slam: Heavy Attack
Double Hammers: Heavy Attack Heavy Attack
Hammer Fury: Heavy Attack Heavy Attack Medium Attack
Brain Buster: Heavy Attack Heavy Attack Medium Attack, (U+Medium Attack)

Battle Chain:
Electric Hammers: Character Power
Hammer Slam: Heavy Attack
Double Hammers: Heavy Attack Heavy Attack
Hammer Fury: Heavy Attack Heavy Attack Medium Attack
Switch And Shoot: Heavy Attack Heavy Attack Medium Attack Throw/ Heavy Attack Heavy Attack Medium Attack, (Light Attack+Heavy Attack)
Meter Burn: Meter Burn

Bullet Barrage:
Electric Hammers: Character Power
Hammer Slam: Heavy Attack
Double Hammers: Heavy Attack Heavy Attack
Hammer Fury: Heavy Attack Heavy Attack Medium Attack
Bullet Storm: Heavy Attack Heavy Attack Medium Attack Meter Burn


Super Move:
Gotham's Outlaw: (Flip Stance+Meter Burn)
Red Hood detonates a grenade in his opponent's face, then dropkicks them onto a timed grenade behind them. As the explosion sends the opponent airborne, Red Hood shoots them with his pistols. Rolling backward, he jumps and attaches a sticky bomb to their back. Raining bullets from above, he finishes by shooting the sticky bomb, causing a final explosion.


DLC Availability:
June 13th, 2017 with Season Pass
June 20th, 2017 without Season Pass


Sub-Zero Sub-Zero (DLC)
Fighter Type: Gadget Based

Info:
First Appearance: Mortal Kombat (1992)
Alignment: Good


Bio:
Sub-Zero is a lethal cryomancer and leader of the reformed Lin Kuei clan. When Sub-Zero was younger, the Lin Kuei were corrupted and destroyed from within, staining their honor. Now serving as Grandmaster, Sub-Zero vows to redeem that honor, pledging to defend the realm from threats near, far, and beyond. In the intergalactic menace Brainiac, Sub-Zero sees a threat to all worlds, and perhaps his greatest opportunity for redemption yet.


Special Moves:
* Ice Burst: D B Light Attack
* Polar Puncture: D B F Light Attack (Close)
* Ice Ball: D F Medium Attack
* Frost Hammer: D B Medium Attack (In Air)
* Slide: B F Heavy Attack


Character Power:
Ice Klone: Character Power
Sub-Zero is able to create an Ice Klone of himself to use as a shield or a weapon.
Ice Burst: D B Light Attack
Klone Toss: Character Power
Klone Smash: (D+Character Power)
Meter Burn: Meter Burn

Ice Klone (Air):
Sub-Zero is able to create an Ice Klone of himself while in the air to use as a shield or a weapon.
Ice Burst: D B Light Attack
Klone Toss: Character Power
Klone Smash: (D+Character Power)
Meter Burn: Meter Burn


Super Move:
Deep Freeze: (Flip Stance+Meter Burn)
Sub-Zero strikes the ground with an icy blast, knocking his opponent back. He slides in, flips them into the air, then freezes them mid-flight and slams them with an ice hammer. Using Ice Port, he teleports in front and barrages them with icy spikes, freezing them before leaping, grabbing their head, and slamming them face-first into the ground, shattering the ice.


DLC Availability:
July 11th, 2017 with Season Pass
July 18th, 2017 without Season Pass


Starfire Starfire (DLC)
Fighter Type: Power Based

Info:
First Appearance: DC COMICS PRESENTS #26 (1980)
Alignment: Hero


Bio:
As the next Queen of Tamaran, Princess Koriand'r found herself the victim of her fratricidal sister's vengeful plot that resulted in their planet being conquered. Now a royal exile on Earth, Koriand'r uses her ability to absorb and convert ultraviolet energy as Starfire.


Special Moves:
* Starblast: D F Light Attack (Also in Air)
* Stardust: D B Light Attack
* Stardust - Close: D B Light Attack, B
* Stardust - Far: D B Light Attack, F
* Stardust - Very Far: D B Light Attack, U
* Tamaranean Charge: B F Medium Attack (Also in Air)
* Burning Desire: D B Medium Attack
* Shooting Star: D B Heavy Attack
Air Dash Forward: F F (In Air)
Air Dash Away: B B (In Air)


Character Power:
Starbolt: Character Power
    Extend: (Hold Character Power)
    Meter Burn: Meter Burn

Air Starbolt: Character Power (In Air)
    Extend: (Hold Character Power)
    Meter Burn: Meter Burn


Super Move:
Starry Night: (Flip Stance+Meter Burn)
Starfire blasts her starbolts, sending her opponent into space. She fires a barrage, launching them even further, then unleashes a supernova, crashing her opponent back to the arena.


DLC Availability:
August 8th, 2017 with Season Pass
August 15th, 2017 without Season Pass


Black Manta Black Manta (DLC)
Fighter Type: Power Based

Info:
First Appearance: AQUAMAN #35 (1967)
Alignment: Villain


Bio:
As forces converge upon Atlantis and its King, a current of vengeance flows through the ruthless undersea mercenary known as Black Manta. Sworn to avenge the death of his father, Black Manta has long waited in darkness for his moment to strike.


Special Moves:
* Manta Rays: B F Light Attack
* Shark Attack: B F Medium Attack (Also in Air)
* Torpedo Cannon: D B Medium Attack (Also in Air)
* Rising Tide: D F Heavy Attack
* Harpoon: D B Heavy Attack (Also in Air)
* Harpoon - Close: D B Heavy Attack, D (In Air)


Character Power:
Float: Character Power (Also in Air)
Black Manta's Hydro Jetpack allows him to float above the fightline.
Float Upward: (Hold Character Power)
Float Away: (Hold Character Power+B)
Float Forward (Hold Character Power+F)
Cancel Float: Flip Stance
Cutting Away: Light Attack
Deep Sea Stab: Medium Attack
Manta Beam: Heavy Attack


Super Move:
Speared And Seared: (Flip Stance+Meter Burn)
Black Manta activates his trident and lunges at his opponent, blasting them with shoulder missiles. He then pulls them in with his spear gun, finishing with eye lasers from his helmet, scorching them.


DLC Availability:
September 12th, 2017 with Season Pass
September 19th, 2017 without Season Pass


Raiden Raiden (DLC)
Fighter Type: Power Based

Info:
First Appearance: Mortal Kombat (1992)
Alignment: Good


Bio:
The elder God of Thunder has sworn to defend the Earthrealm from any and all threats. As the inter-universal crisis brought about by Brainiac rings out across the multiverse, Raiden is summoned to fight the collector of worlds in order to protect both realms. Raiden knows that if this universe falls, his own universe will become Brainiac's next target.


Special Moves:
* Lightning Bolt: D B Light Attack (Holding Light Attack will charge Lightning Bolt to do increased damage.)
    Delay: (Hold Light Attack)
    Cancel: F F/B B
    Stop Bolt: D B Meter Burn (Must Have High Voltage Active)
* Electrocute: D F Medium Attack (Close)
* Vicinity Blast: D B Medium Attack (Anti-Air)
    Extend: (Hold Medium Attack)
    Cancel: F F/B B
* Electric Fly: B F Heavy Attack (Also in Air)
Sparkport: D U
    Delay: (Hold Meter Burn)
Sparkport In Front: D U B (Must Have High Voltage Active)
    Delay: (Hold Meter Burn)
Sparkport In Place: D U D (Must Have High Voltage Active)
    Delay: (Hold Meter Burn)
Sparkport Far: D U F (Must Have High Voltage Active)
    Delay: (Hold Meter Burn)


Character Power:
High Voltage: Character Power
Activating High Voltage will add multi-hitting lightning strikes to the end of some Combo Attacks.
Properties of some special moves will change when High Voltage is active.


Super Move:
Power Surge: (Flip Stance+Meter Burn)
Raiden raises his hands, sending electrical shocks to his opponent before transporting them both to Earthrealm's Sky Temple. After punching them, Raiden teleports to the other end, lifting the opponent into the sky for a lightning strike. He then transforms into a dragon, bites the opponent, and descends, triggering an electrical explosion. Both are transported back to the stage.


DLC Availability:
October 3rd, 2017 with Season Pass
October 6th, 2017 without Season Pass


Hellboy Hellboy (DLC)
Fighter Type: Power Based

Info:
First Appearance: San Diego Comic-Con Comics #2 (August 1993)
Alignment: Good


Bio:
As a member of the Bureau for Paranormal Research and Defense, Hellboy has defended the world from fiends, witches, demons and more than a few Lovecraftian Gods. With his trusty revolver and his Right Hand of Doom, Hellboy has made monster disposal his specialty.


Special Moves:
* Devil's Revolver: B F Light Attack
    Delay: (Hold Light Attack)
    Cancel: F F/B B
* Devil's Revolver - Up: D B Light Attack
* Devil's Shoulder: B F Medium Attack
* Hand of God: D B Medium Attack (Anti-Air)
* Fist of Doom: D F Heavy Attack (Also in Air)
    Cancel Away: B B (In Air)
    Cancel Forward: F F (In Air)
    Cancel: U (In Air)
* Fist of Doom - Close: D F Heavy Attack, B (Also in Air)
    Cancel Away: B B (In Air)
    Cancel Forward: F F (In Air)
    Cancel: U (In Air)
* Fist of Doom - Far: D F Heavy Attack, F (Also in Air)
    Cancel Away: B B (In Air)
    Cancel Forward: F F (In Air)
    Cancel: U (In Air)
* Doom Fury: D B F Heavy Attack (Close)
Dash Away: B B (In Air)
Dash Forward: F F (In Air)


Character Power:
Broom's Rosary: Character Power
Hellboy receives armor while Broom's Rosary is active.

Agrippa's Charm: D F Character Power
Hellboy receives a damage buff while Agrippa's Charm is active.

Whittier's Amulet: D B Character Power
Hellboy will take less damage while Whittier's Amulet is active.

Mohlomi's Belt: D D Character Power
Mohlomi's Belt will resurrect Hellboy when active.
Resurrect can only happen once after Hellboy's second health bar has been depleted.


Super Move:
Final Resting Place: (Flip Stance+Meter Burn)
Hellboy pulls out a medallion, punches a hole in the ground, and opens a portal to Hell. He lunges at the player, trapping their feet before tackling them into the portal. While falling, he punches them repeatedly. After landing, demons attack, and Hellboy finishes with an overhead axe smash before returning them both to the battlefield.


DLC Availability:
November 14th, 2017 with Season Pass
November 21st, 2017 without Season Pass


Atom Atom (DLC)
Fighter Type: Power Based

Info:
First Appearance: SHOWCASE #34 (1961)
Alignment: Hero


Bio:
Physics prodigy Ryan Choi took on the mantle of the Atom when his mentor - and original Atom - Ray Palmer mysteriously disappeared. Now armed with quantum shrinking technology, Ryan will use the subatomic power of the quantum bio-belt to seek out his lost friend and further the fight for justice.


Special Moves:
* Atomizer: B F Light Attack
* Proton Port: D B Light Attack (Also in Air)
* Fermion Fury: B F Medium Attack
* Atom Bomb: D B Medium Attack
Defying Gravity: D B Medium Attack (In Air)
* Catalyst Chaos: D F Heavy Attack
* Catalyst Chaos - Far: D F Heavy Attack, F
Experiment X525: D B Heavy Attack
Experiment E754: D B Heavy Attack, B
Experiment D978: D B Heavy Attack, F


Character Power:
Shrink: Character Power
Atom shrinks down to the size of a particle to fight his opponent.
    Atom Uppercut: Light Attack (After Shrink)
    Upward Atom Lunge: Medium Attack (After Shrink)
    Atom Slide: Heavy Attack (After Shrink)
    Grow: Character Power (After Shrink)

Bio-Belt (In Air):
Shrink: Character Power (In Air)
Atom shrinks down to the size of a particle to fight his opponent.
    Atom Dive: Light Attack (In Air, After Shrink)
    Downward Atom Lunge: Medium Attack (In Air, After Shrink)
    Atom Drop: Heavy Attack (In Air, After Shrink)
    Dash Forward: F F (In Air, After Shrink)
    Dash Away: B B (In Air, After Shrink)
    Grow: Character Power (In Air, After Shrink)


Super Move:
The Big Bang: (Flip Stance+Meter Burn)
Atom shrinks, striking his enemy's leg, back, and delivering a jab to the face before slamming them to the ground. As they bounce, Atom returns to normal size, uppercuts them mid-air, then grows to giant size and pummels them back down.


DLC Availability:
December 12th, 2017 with Season Pass
December 19th, 2017 without Season Pass


Enchantress Enchantress (DLC)
Fighter Type: Gadget Based

Info:
First Appearance: STRANGE ADVENTURES #187 (1966)
Alignment: Neutral


Bio:
The all-too ordinary life of June Moone ended the day she was possessed by the Enchantress, a demonic sorceress with aspirations of world domination. Today, she fights for her very soul, struggling to harness the Enchantress' magic for good. If she fails, the Enchantress will consume her - and our world won't be far behind.


Special Moves:
Hell's Gate: B F Light Attack (Projectile Reflect)
* Astral Soul Rip: B F Medium Attack
Spell of Protection: D D Medium Attack (Lose Super Meter instead of taking Damage while active)
    Cancel: D D Medium Attack
* Pentacle Hex: B F Heavy Attack
    Ehwaz: The cursed player takes damage when Ducking or Jumping
    Hagatz: The cursed player takes damage when using Super Meter
    Mannaz: The cursed player cannot clash or fain Super Meter
    Fehu: The cursed player cannot perform Special Moves
Vanish: D B Heavy Attack (Parry/Teleport)
Up Vanish: D B Heavy Attack, U (Parry/Teleport)
Air Dash Forward: F F (In Air)
Air Dash Away: B B (In Air)


Character Power:
Xibalba: Character Power
Enchantress summons the Demon Xibalba to assist her during the fight.
    Demonic Sacrifice: D F Character Power
    Demonic Guard: D B Character Power
    Cancel Guard: D B Character Power


Super Move:
Out of Body Experience: (Flip Stance+Meter Burn) (Also in Air)
Enchantress jumps into the air, releasing a spark of energy that staggers her opponent. She creates a vortex, steals their soul, and uses it to strike, uppercutting them into the air and throwing them down. She then forms the soul into an energy ball, which strikes the opponent, causing an explosion before the vortex disappears.


DLC Availability:
January 9th, 2018 with Season Pass
January 16th, 2018 without Season Pass


Donatello Donatello (DLC)
Fighter Type: Gadget Based

Info:
First Appearance: Teenage Mutant Ninja Turtles #1 (May 1984)
Alignment: Hero


Bio:
Deep below the surface, in the sewers of New York City, four turtle brothers were mutated by radioactive ooze and began training in the art of ninjutsu. While in a fight with the fearsome Krang - our heroes in a half-shell were jettisoned on a one-way trip across the Multiverse.


Special Moves:
* Turtling: D B Light Attack (Absorbs Projectiles and Gains Meter - Meter Burn to Absorb Normal Attacks)
    Delay: (Hold Light Attack)
    Cancel: F F/B B
* Spinning Splinters: B F Medium Attack
* Pokey Dokey: D B Medium Attack (Anti-Air)
* Shellicopter: B F Heavy Attack
    Forward Meter Burn: (F+Meter Burn)
* Bombshell: D B Heavy Attack
* Bombshell - Close: D B Heavy Attack, B
* Bombshell - Far: D B Heavy Attack, F
* Krang Tang: D B Heavy Attack (In Air)


Character Power:
Remote Doom-Ba 4000: Character Power
Remote Doom-Ba 4000 Close: Character Power B
Remote Doom-Ba 4000 Far: Character Power F
Zoom-Ba Doom-Ba 5000: (B+Character Power)
Zoom-Ba Doom-Ba 5000 Close: (B+Character Power), B
Zoom-Ba Doom-Ba 5000 Far: (B+Character Power), F
Vacuum-Ba Doom-Ba 5050: (F+Character Power)
Vacuum-Ba Doom-Ba 5050 Close: (F+Character Power), B
Vacuum-Ba Doom-Ba 5050 Far: (F+Character Power), F


Super Move:
Shell Shock: (Flip Stance+Meter Burn)
Leonardo jumps over the opponent, slashing them with his katanas. Michelangelo skates past, smacking them with his nunchaku and tossing his skateboard into the air. Raphael kicks the skateboard into their face and throws his sai into their torso. Donatello finishes with an overhead strike from his Bo Staff, sending the opponent into the air. The Turtles end the move by smashing their shells onto the opponent, shouting 'Shell Shocked!' together.


DLC Availability:
February 13th, 2018 with Season Pass
February 20th, 2018 without Season Pass


Leonardo Leonardo (DLC)
Fighter Type: Gadget Based

Info:
First Appearance: Teenage Mutant Ninja Turtles #1 (May 1984)
Alignment: Hero


Bio:
Deep below the surface, in the sewers of New York City, four turtle brothers were mutated by radioactive ooze and began training in the art of ninjutsu. While in a fight with the fearsome Krang - our heroes in a half-shell were jettisoned on a one-way trip across the Multiverse.


Special Moves:
* Turtling: D B Light Attack (Absorbs Projectiles and Gains Meter - Meter Burn to Absorb Normal Attacks)
    Delay: (Hold Light Attack)
    Cancel: F F/B B
* Shredded: B F Medium Attack
* Boshi Slice: D B Medium Attack
* Shellicopter: B F Heavy Attack
    Forward Meter Burn: (F+Meter Burn)
* Bombshell: D B Heavy Attack
* Bombshell Close: D B Heavy Attack, B
* Bombshell Far: D B Heavy Attack F
* Krang Tang: D B Heavy Attack (In Air)


Character Power:
Donnie: Character Power
Mikey: (B+Character Power)
Raph: (F+Character Power)


Super Move:
Shell Shock: (Flip Stance+Meter Burn)
Leonardo jumps over the opponent, slashing them with his katanas. Michelangelo skates past, smacking them with his nunchaku and tossing his skateboard into the air. Raphael kicks the skateboard into their face and throws his sai into their torso. Donatello finishes with an overhead strike from his Bo Staff, sending the opponent into the air. The Turtles end the move by smashing their shells onto the opponent, shouting 'Shell Shocked!' together.


DLC Availability:
February 13th, 2018 with Season Pass
February 20th, 2018 without Season Pass


Michelangelo Michelangelo (DLC)
Fighter Type: Gadget Based

Info:
First Appearance: Teenage Mutant Ninja Turtles #1 (May 1984)
Alignment: Hero


Bio:
Deep below the surface, in the sewers of New York City, four turtle brothers were mutated by radioactive ooze and began training in the art of ninjutsu. While in a fight with the fearsome Krang - our heroes in a half-shell were jettisoned on a one-way trip across the Multiverse.


Special Moves:
* Turtling: D B Light Attack (Absorbs Projectiles and Gains Meter - Meter Burn to Absorb Normal Attacks)
    Delay: (Hold Light Attack)
    Cancel: F F/B B
* Hot Nunchaku Fury: B F Medium Attack
* Shell Mill: D B Medium Attack
* Shell Mill - Close: D B Medium Attack, B
* Shell Mill - Far: D B Medium Attack, F
* Shellicopter: B F Heavy Attack
    Forward Meter Burn: (F+Meter Burn)
* Bombshell: D B Heavy Attack
* Bombshell - Close: D B Heavy Attack, B
* Bombshell - Far: D B Heavy Attack, F
* Krang Tang: D B Heavy Attack (In Air)


Character Power:
Straight Cruis'n: Character Power
    Cancel Cruis'n: D
    Wicked Kickflip: Light Attack
    Axle Slam: Medium Attack
    Axle Slam - Close: Medium Attack, B
    Axle Slam - Far: Medium Attack, F
    COWABUNGA: Heavy Attack


Super Move:
Shell Shock: (Flip Stance+Meter Burn)
Leonardo jumps over the opponent, slashing them with his katanas. Michelangelo skates past, smacking them with his nunchaku and tossing his skateboard into the air. Raphael kicks the skateboard into their face and throws his sai into their torso. Donatello finishes with an overhead strike from his Bo Staff, sending the opponent into the air. The Turtles end the move by smashing their shells onto the opponent, shouting 'Shell Shocked!' together.


DLC Availability:
February 13th, 2018 with Season Pass
February 20th, 2018 without Season Pass


Raphael Raphael (DLC)
Fighter Type: Gadget Based

Info:
First Appearance: Teenage Mutant Ninja Turtles #1 (May 1984)
Alignment: Hero


Bio:
Deep below the surface, in the sewers of New York City, four turtle brothers were mutated by radioactive ooze and began training in the art of ninjutsu. While in a fight with the fearsome Krang - our heroes in a half-shell were jettisoned on a one-way trip across the Multiverse.


Special Moves:
* Turtling: D B Light Attack (Absorbs Projectiles and Gains Meter - Meter Burn to Absorb Normal Attacks)
    Delay: (Hold Light Attack)
    Cancel: F F/B B
* Getting Hype: D F Medium Attack
* Triggered Parry: D B Medium Attack
* Shellicopter: B F Heavy Attack
    Forward Meter Burn: (F+Meter Burn)
* Bombshell: D B Heavy Attack
* Bombshell Close: D B Heavy Attack, B
* Bombshell Far: D B Heavy Attack, F
* Krang Tang: D B Heavy Attack (In Air)


Character Power:
Hype Level 3/10: Character Power
Raphael performs a 2 hit combo. Must perform Getting Hype 1 time.

Hype Level 5/10: Character Power
Raphael performs a 3 hit combo. Must perform Getting Hype 2 times.

*Hype Level 7/10: Character Power
Raphael performs a 4 hit combo. Must perform Getting Hype 3 times.

*Hype Level 9/10: Character Power
Raphael performs a 5 hit combo. Must perform Getting Hype 4 times.

*Hype Level 11/10: Character Power
Raphael performs a 6 hit combo. Must perform Getting Hype 5 times.


Super Move:
Shell Shock: (Flip Stance+Meter Burn)
Leonardo jumps over the opponent, slashing them with his katanas. Michelangelo skates past, smacking them with his nunchaku and tossing his skateboard into the air. Raphael kicks the skateboard into their face and throws his sai into their torso. Donatello finishes with an overhead strike from his Bo Staff, sending the opponent into the air. The Turtles end the move by smashing their shells onto the opponent, shouting 'Shell Shocked!' together.


DLC Availability:
February 13th, 2018 with Season Pass
February 20th, 2018 without Season Pass


INJUSTICE 2 software © 2017 Warner Bros. Entertainment Inc. Developed by NetherRealm Studios. "PS","PlayStation" and "Xbox" are trademarks or registered trademarks of Sony Computer Entertainment Inc. "PS4" is a trademark of the same company. All other trademarks and copyrights are the property of their respective owners. All rights reserved. DC LOGO, and all characters, their distinctive likenesses, and related elements are trademarks of DC Comics © 2017. NETHERREALM STUDIOS LOGO, WB GAMES LOGO, WB SHIELD: ™ & © Warner Bros. Entertainment Inc. (s17)



















































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