Injustice: Gods Among Us – Story Walkthrough & Characters Guide
Table of Contents
Chapter 1: Batman
Basic Tips & Recommended Attacks
Batman is an easy character to use early on. His ranged game isn’t as strong as others, he isn’t the best melee fighter or grappler, but with his easy Cape Parry he can punish unrelenting assaults.
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.
The Cell Block section of Arkham Asylum features a few good hazards for Batman to use. There’s a stage transition on the right side, and a poisonous flower attack on the left. To use a stage transition, use a [Back+Hard Attack].
Characters like Batman need to use stage hazards to quickly escape corners. Watch the top corner for a [RB / R1] prompt to see where you can interact with the stage.
Deathstroke will go easy on Batman for this first battle. Consider the fight a combat tutorial, where you’ll want to apply the lessons from the proper tutorial.
Deathstroke is a gadget-heavy opponent that relies on guns from a distance. Unlike Harley, Deathstroke prefers to spray bullets at a distance. Close the gap with Straight Grapple or Slide Kick – Slide Kick will duck Deathstroke’s gunfire.
If Deathstroke’s Super Meter fills up, watch out for his Super Move. Make sure to jump, or double jump. Batman’s double-jump transitions into a slow-dive. Deathstroke’s Super is unblockable to anything standing on the ground.
Bane is a very different kind of opponent. The Watchtower has a globe Batman can leap off of, and you’ll be able to kick Bane into the giant hologram projector in the background.
Don’t try to take on Bane at close range. Bob and weave – get in close and land some hits before fading back.
Draw Bane to the left to use the shuttle to burn Bane.
Especially avoid Bane when he activates his Character Powers. This will armor Bane – when an opponent is armored, a glowing shield will appear as they’re attacked. They’ll still take damage, but attacks won’t interrupt them. Stay back and wait for Bane’s Venom powers to drain.
Bane’s charge can be punished if you remember to block and immediately transition into a quick combo. Bane’s slow speed and vulnerability to distance attacks are his main weaknesses. He’ll try to use Venom to power through Batman’s attacks.
VS Lex Luthor
The battle on the Watchtower continues. If you complete the mini-game successfully, Batman will start with full health while Lex will have his first bar cut in half.
Like Bane, Lex Luthor can armor up as a Character Power. His powersuit makes him into a slow bruiser, but instead of charging at you, he’ll draw you in with pulls, lasers and mines.
If you see Lex pointing at the ground, watch out! A green mark will appear on the ground – that means a space laser is about to drop on Batman’s head. Step away or back-off, Lex wants you to rush forward and knock you back into the beam.
Similar to the beam, Lex also likes dropping electricity mines that will stun Batman. He won’t use this tactic often on Normal at this point, but still watch out if you see Lex drop any devices. Play a distance game.
VS The Joker
Metropolis is a large, complicated stage with two stage transitions. Knocking the Joker into the left or right corner and using [Back+Hard] is a good way to drain the villain’s health.
Joker relies on gadgets, much like Batman. He comes equipped with a straight-horizontal gunshot, rolling or thrown laughing gas, and a powerful Meter Burn Crowbar attack.
The gunshot can be ducked. Blocking will stagger Batman, so try to duck or slide-attack to close in.
Joker loves his parries. His character power is centered around parries, making it best to play unpredictably. This early in the story, Joker will not attempt to parry often, but he will use his Bang! Attack in conjunction with Laughing Gas or Acid Blossom.
Like with Deathstroke, closing the gap with Straight Grapple or Slide Kick will help. If Joker blocks Slide Kick, preempt a counter-attack by immediately using Cape Parry.