Batman: The Dark Knight

Last_Starfighta

Active member
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First of all, let me be the first to admit that I am NOT the best Batman player on this forum. I'm sure there are a few people here who are more qualified to make this guide than myself. My purpose for stepping up is to spark the ignition, to light the fire, to get the creative juices flowing. Nothing in this thread is absolute. This is a collaborative effort. Yes, I'm the guide creator but I'm hoping to learn from you guys as well. Now, let's get started!

Keys
1=light
2=medium
3=heavy
4=Trait
F=forward
B=back
MB=meter burn
JI=jump in
NJ=neutral jump

Pros and Cons
Spoiler:

Pros

-The king of cross ups
-Fast dashes
-one of the best traits in the game
-high damage output
-great mix ups
-tricky aerial game
-well rounded overall

Cons
-no viable wake up attacks
-some strings can be interrupted




Special Moves breakdown

Spoiler:

Batarang: Batman's basic projecticle. MB verison is a timed explosive.

+Pros: great for controlling the distance against rushdown characters. MB is useful for catching characters off guard and well as preventing full screen divekicks(yeah, I'm talking about you Black Adam!)

-Cons: using Batarang would get you murdered against the stronger zoners in the game.


Up Batarang: Upward thrown batarang. MB verison is a timed explosive.

+Pros: can hit jump heavy opponents and set up a combo opportunity.

-Cons: Very hard to do on reaction. Doesn't land very often. Leaves you vulnerable if it doesn't land. Should never be used at close range

Straight Grapple:An attack that propels Batman toward his opponent for a kick to the face. MB verison leaves him staggered for a combo opportunity.

+Pros: Great at catching opponents who aren't defending. Can be used after mech bats(trait) land for additional damage and/or a free ticket inside. MB verison is useful for setting up combos.

-Cons: Slow start up and slow recovery. Should only be used a full screen or after mech bats lands.


Sky Grapple: upward shot grapple. Regular verison slams opponents on the ground. MB verison bounces opponents off the ground for a combo opportunity.

+Pros: Can punish jump heavy opponents. Can also be used during a combo.

-Cons: Slow start up and slow recovery. Should never be used close range unless you're absolutely sure it will land.

Slide Kick: a low hitting slide kick. Self explanatory :p

+Pros: Can slide under certain projectiles.

-Cons: Negative on block

Cape Parry: A cape parry :p

+Pros: Useful against button mashers.

-Cons: Only parry high and mid attacks.

Scatter bombs(Air only): Batman releases a swarm of tiny flares into the air during a jump.

+Pros: Keeps batman in the air. Very useful for evading ground attacks.

-Cons: none

Double jump/Glide: double jump is the JB verison. Glide is the JI verison.

Double Jump
+Pros: great for evading ground attacks
-Cons: none

Glide
+Pros: cross up creator. Glide+3 can keep enemies from punishing your descent.
-Cons: leaves Batman vulrenable if opponents makes the correct read.




-Basic Combos
Spoiler:

-Showdown: 1+1
-Injustice: 1+1+2
-Vengeance: 1+1+3
-Tricky Bat: 1+2+2
-Intimidation: 1+2
-Mind Games: 1+2+3
-Millionaire: B1+1
-High Tech: B1+1+2
-Darkness: B1+1+3
-Tragic: 2+2
-Caped Crusader:2+2+3
-Stay Down:B2+3
-Wing Avenger:F2+3

Bounce cancels
Wheel kicks: F,F, MB button
Flying Kick: B,B, MB button


Bnb Combos

Spoiler:

-B1+1+3,1+1+ Sky grapple MB, B3,JI3,B2+3=33%
-JI2,B1+1+3,1+1+ Sky grapple MB, B3,JI3,B2+3=37%
-2+2+3,JI2,1+2+3,B2+3=31%
-JI2,2+2+3,JI2,1+2+3,B2+35%
-B3,JI3,B2+3=30%
-1+1+3,Straight grapple MB, B3,JI3,B2+3=31%
-F3,JI2,1+2+3,B2+3=31%
-JI2,2+2+3,JI2,B2,MB Sky Grapple,B3,JI2,B2+3= 41%(Courtesy of USSCrazybat)

More coming soon



Trait Strategy

Spoiler:

Trait
Mechanical bats: Calls down a group of up to 3 mechanical bats that hover around his body(NRS definition)

-trait deactivates if Batman gets hit and after a clash.

Trait properties
-Release the bats(4): shoots mechanical bats at the opponent
-Bat swarm(D4):will make mechanical bats swarm around Batman which will explode if opponents make contact(requires all three bats)

Trait Stragegy
-mechanical bats are mostly used to stagger opponents for cross ups and mix ups.
-you can hit confirm with mechanical bats and follow up with straight grapple.
-only activate trait from a safe distance or after landing B2.

More info coming soon




General Strategy

Spoiler:


-Batman's JI2 is one of the strongest weapons in his arsenal. Use it as a simple combo starter or to create cross ups. In the corner, JI2 cross up is nearly impossible to block.

-constantly switch up combo starters to keep your opponents guessing.

-use Release The Bats to lockdown opponents and stagger zoners from full screen

-B2+3 can be used as an anti air and to control the distance.

-NJ2 is your friend.

-MB B3 can be used as a combo starter and to forcefully get in on zoners at mid range.

-when using glide for JI's: use 3 as an alternate if opponent is beginning to time your descent.

-JI3 is an good air to air attack if your opponent is punishing your JI2.

More coming soon


UNDER CONSTRUCTION
 
Last edited:
Just thought I should make a little contribution by submitting my own combo.

JI2,2+2+3,JI2,B2,MB Sky Grapple,B+3,JI2,B2+3 - 41% - delicious crossup combo
 
I do spinning bats for 40 but you need meter.

AA with spinning bats (they must be in ji* State), ji2, b3 into your best bnb.

Up Batarang: Upward thrown batarang. MB verison is a timed explosive.

-Cons: Very hard to do on reaction. Doesn't land very often. Leaves you vulnerable if it doesn't land. Should never be used at close range

This is quite wrong actually - upclose mb is his ghetto reset after 44% for an additional 30%-35% plus 112 mb any baterang is safe
 
I don't even know if these threads should even be dealt with. It seems like people mostly don't care about them. The MK9 ones were a huge hit, it's kind of sad.
 
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