Jumping into the world of Injustice 2 can feel overwhelming, especially for newcomers to the fighting game genre. With increasingly intricate mechanics and diverse rosters, every character demands a unique approach. Thankfully, Batman stands out as an accessible, well-rounded fighter — a versatile starting point for players looking to learn the ropes. This guide breaks down Batman’s fundamentals, from his iconic moves to his core combos, giving you a solid foundation to start mastering the Dark Knight.

The Dark Knight’s Design Philosophy

Batman in Injustice 2 is designed to reflect the adaptability and intelligence of his comic counterpart. He’s not the strongest zoner or the most aggressive rushdown character, but he has a tool for nearly every situation. Whether you’re on defense, offense, or mixing it up mid-screen, Batman’s kit allows flexibility. This makes him an excellent all-around character, ideal for players wanting to develop a balanced style.

Core Attacks and Jump-Ins

As with all fighters in Injustice 2, Batman starts with standard attacks like overheads, jump-ins, and bounce attacks. His jumping options include:

  • Jump Knee (Jump + 1): A fast, compact hit.
  • Straight Kick (Jump + 2): Ideal for cross-ups thanks to its angle and speed.
  • Flip Kick (Jump + 3): A strong knockdown tool, useful for ending aerial strings.

Batman’s throw lifts opponents upward before slamming them down — a nice setup to establish pressure or reset positioning.

Special Moves Overview

Batman’s special moves offer a mix of utility, movement, and combo extension. Many of these moves are also meter burn-capable, adding extra damage or extending your opportunities for follow-ups.

  • Double Jump: Executed by jumping and pressing jump again. Batman can retreat mid-air, useful for dodging projectiles.
  • Glide: After a jump, pressing jump right allows Batman to glide forward. This lets you approach safely or mix-up airborne momentum.
  • Straight Grapple (↓→1): Pulls Batman toward the opponent and can be meter burned to leave foes dazed.
  • Sky Grapple (↓←1): Functions like the straight grapple but hits airborne. Great anti-air tool and combo extender.
  • Batarang (→2): A classic projectile. Though slow, it creates space and can be meter burned to explode remotely.
  • Up Batarang (↓←2): Diagonal projectile. Handy for anti-air zoning or countering aerial approaches. Also explodes on meter burn.
  • Slide Kick (←→4): Low attack, useful for side-switching or escaping corners. Unsafe if blocked. Can be meter burned for a follow-up.
  • Scatter Bombs (Jump, ↓←2): Airborne projectile mix-up option. Meter burning causes either a dropkick (meter + 1) or elbow drop (meter + 3).
  • Cape Counter (↓←3): A defensive move to parry and strike back. Though it can’t be meter burned, it’s an excellent wake-up or pressure breaker.

Core Combos and Variations

Batman has a generous selection of basic combos, some of which are fast starters while others work better as finishers or mix-up tools.

  • Caped Crusader (2, 2, 3): Quick launch combo, great for chaining into special moves.
  • Darkness (←1, 1, 3): Starts low, ends mid — a strong mix-up, especially near corners.
  • High Tech (←1, 1, 2): Ends with an overhead, ideal against crouch blockers.
  • Injustice (1, 1, 2): Bread-and-butter string for starters, leads into multiple special cancels.
  • Intimidation (1, 2): High into mid — great setup for a special cancel.
  • Millionaire (←1, 1): A shorter variation of previous combos, leaving room for extensions.
  • Mind Games (1, 2, 3): Launches the opponent, allowing continued juggles.
  • Showdown (1, 1): Extremely basic, good for learning timing.
  • Stay Down (←2, 3): Short and close-range, strong as a combo finisher.
  • Tricky Bat (1, 2, 2): Best used to close a string; doesn’t transition well.
  • Vengeance (1, 1, 3): Ends with an overhead, great for comboing into juggles.
  • Winged Avenger (→2): A launching string with limited follow-up time.

WayneTech Trait

Batman’s character trait is WayneTech Bats — mechanical drones that hover beside him after activation. You can:

  • Summon (Trait Button): Brings out three bats.
  • Command Attack (Trait again): Launches bats at opponent, useful from anywhere.
  • Bat Swarm (↓ + Trait): Causes the bats to orbit Batman, serving as a temporary shield.

This trait enhances Batman’s offensive and defensive options and lets you extend combos or force trades mid-fight. Hold down the trait button to maintain the swarm for longer.

Bread-and-Butter Combo Examples

Let’s look at a few practical combos you can practice and build from:

1. Basic Mix-Up Chain

1, 2, 3 → ←2, 3

Good damage, useful mid-screen, and teaches spacing.

2. Advanced Meter Burn Combo

2, 2, 1 → Back + 3 (Wall Bounce) → Jump + 2 → 2, 2 → Straight Grapple (Meter Burn)

Launches, bounces, and loops — challenging, but rewarding.

3. Corner Combo with Trait Use

2, 2, 3 → Wall Bounce → Sky Grapple (Meter Burn) → ←2, 3

Pulls opponent back into the corner for extended pressure.

4. Basic Grapple Finish

1, 1, 2 → Straight Grapple (Meter Burn) → Wall Bounce → Jump + 2 → ←2, 3

Practical and teaches how to link tools together.

Super Move: Bat of Gotham

Batman’s Super is a cinematic, mid-range attack triggered via the triggers. Since it’s easily blocked raw, your best bet is to combo into it. A good starter string:

2, 2, 3 → tap 3 or 2 → Super

Used properly, it’s a flashy finisher and adds psychological pressure.

Final Thoughts

Batman embodies the “jack-of-all-trades” design. While not the best at zoning or rushdown, his toolkit enables him to compete in both arenas. His ability to mix projectiles, spacing tools, and strong melee combos makes him approachable for new players while offering surprising depth for veterans. Learning how to integrate meter burns and his WayneTech bats will give you the edge needed to truly master the character.

From this Pure Basics guide, you now have the fundamental tools to pick up Batman and start making an impact. With practice and experimentation, you’ll discover new combo paths, corner setups, and pressure options that make the Dark Knight truly terrifying.

Until next time — stay in the shadows.


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