Injustice: Gods Among Us – Story Walkthrough & Characters Guide
Table of Contents
Chapter 8: Batman
Basic Tips & Recommended Attacks
This Batman is exactly the same as the old Batman. You’ll have more Injustice experience under your belt, this is all about perfecting your Bat-skills. Because Batman is the same, the following recommendations are reprinted from the first chapter.
Mechanical Bats (Character Power): Batman can summon mechanical bats that float around him. Press the character power again to send them after your opponent, exploding on contact. He can also use them as a shield to stun your enemy and start a combo – or complete a combo with a final extra attack.
Mind Games (Combo): A fast, useful combo that’s difficult for the AI to punish. A great beginner’s combo with utility for any situation. Extend with Injustice (Combo), Vengeance (Combo) or Tricky Bat (Combo).
Darkness (Combo): Slightly more advanced, this combo leaves opponents open to an additional special move.
Meter Burn Straight Grapple: Like Darkness, using Meter Burn with Straight Grapple leaves opponents standing and open for follow up combos or special moves.
Batarang / Sky Grapple: Basic ranged attacks. Batarangs cannot be crouched under, meaning opponents need to block or jump. If they jump, answer with an Up Grapple.
Straight Grapple / Slide Kick: Easy to use Special Moves that push Batman towards his opponents. Very useful for getting behind opponents or closing space.
Stryker’s Island features hazard barrels just to the right. Jump over Catwoman and use them before she uses them against you.
Remember Catwoman from Cyborg’s chapter? The feline has fangs when she’s built up a combo. The more hits she lands uninterrupted, the more powerful attack she’ll be able to unleash. Land a hit on her to reset the meter.
Catwoman excels in close-range combat. She’s faster than Batman, but lacks any ranged attacks. Use the grappling hook, slide kick, and batarangs to toy with her far away.
Don’t forget about Batman’s amazing parry – the Cape Parry. Wait for Catwoman to rush ahead, then parry just as she attacks. It takes some practice, but learning to use Batman’s parry is important.
Batman’s old partner Nightwing is a tricky opponent, similar to Wonder Woman. He’ll switch between two weapons – escrima sticks and a staff. When he uses the sticks, he’ll move much faster and use melee attacks. The staff has slightly longer range, and it’s slightly slower.
In many ways, Nightwing is similar to Catwoman. He’s all about overwhelming his opponents with fast combos and spry attacks.
Use Nightwing’s aggressive AI against it. Use Cape Parry to punish his willingness to attack. Otherwise, use those batarangs, the slide kick, or the grapple to put a crack in Nightwing’s defense before rushing in and unleashing your combos.
VS Green Arrow
The mini-game works just like all the rest. It’s fairly simple, just hit the buttons as they appear. Win, and Batman won’t lose any health.
The Arrow returns, and he’s still got his bag of tricks. Those arrows are going to be a problem, instead of tempering your opponent with your ranged abilities, you’ll need to use them just to keep him busy as you close in.
Use the grapple to get in close, but beware Arrow’s annoying Hurricane Bow attack. Mash him with quick combos, or use Cape Parry once you’ve closed in, but Green Arrow prefers to fight at a distance. Don’t let him.
VS Yellow Lantern
Another tough opponent with plenty of ranged options. He’ll use his minigun often, or try to grab you with his ring. Stay on your toes, and try to fight it out up-close and personal.
Most of Yellow Lantern’s mid-range attacks can be easily punished. Rush close, and punch if he tries to use his missiles or minigun. He’ll try to defend – use throws often for easy damage.
There’s not many objects inside the prison to use against Lantern. If you can manage, try knocking Yellow Lantern back into the prison yard to get your hands on the barrels.