This guide to Injustice: Gods Among Us contains a thorough description of the available arenas and characters, together with their moves and combos. Detailed description of the arenas include information about interactive objects and how to use them, as well as a list of places where you can throw your enemy to another level of the arena. Character descriptions include information regarding powers and super moves. The list of special moves and combos were enriched with hints on how to use them efficiently. The last information included in the description of each character is attack strings, i.e. a series of attacks which fully take advantage of the character's powers and deal high damage.
The guide to Injustice: Gods Among Us contains:
Robert Frac ()
Translated to English by Jakub "cilgan" Lasota
Left
Down
Right
Up
Medium attack
Light attack
Heavy attack
Special power
Interact
Meter burn
Throw
Flip stance
Super move
Pause menu
Reset during training
Left
Down
Right
Up
Medium attack
Light attack
Heavy attack
Special power
Interact
Meter burn
Throw
Flip stance
Super move
Pause menu
Reset during training
<
Back / move away from the enemy
>
Forward / approach the enemy
^
Up / jump
v
Down / crouch
[1]
Medium attack
[2]
Light attack
[3]
Heavy attack
[4]
Power
R
Meter burn / strengthen attack
super
Super move
"( )" - in the "attack strings" table you can come across brackets, they contain the distance at which you need to be from your enemy when you start the combo.
" ; " - semicolons divide individual parts on attack strings. They separate combos, special moves and normal attacks from one another.
" , " - commas are used to separate individual attacks, making it easier to distinguish combos from special moves which have a comma only before a meter burn.
"+" - the "plus" symbol tells you that the buttons connected with it should be pressed at the same time.
">>" , "<<" - a double arrow meal dashing by pressing "forward" or "back" twice.
^+>,[1] - it means that you have to jump to the enemy and hit him with a medium attack (while jumping).
Brown was used to mark attacks which require you to drain some of the special move power bar.
An example attack string with explanation:
<+[2],[3]; v<[1],R; >+[3]; ^+>,[1]; >+[1]; <>[2]
Perform the <+[2],[3] combo (back + light attack, heavy attack); super move with a meter burn v<[1],R (down back medium attack); a single attack >+[3] (forward + heavy attack); jump towards the enemy and use medium attack; a single attack >+[1] (forward + medium attack); end the string with a special move <>[2] (back forward light attack).
"K" Knock down - Attacks and combos marked as "knock down" cause the enemy to be knocked down to the floor. Usually these attacks cannot be continued with a combo or let you add just a single hit, except for situations when your enemy is beside a wall or your character has some rare skills like traps or mines.
"St" Stun - Attacks marked as "stun" make it impossible for the enemy to perform any moves for a short time. Such moves let you connect attack sequences into longer combos.
"O" Open - Combos marked as "open" have a fast ending and let you lead out special moves without breaking the combo.
"J" Juggle - Combos and special attacks marked as "juggle" knock your enemy into the air and let you continue to the combo in any way with special attacks and combos. An example of "juggle" are attacks like <+[3] and >+[3]. Tossing attacks which haven't been marked as juggle cannot be continued with a combo.
"Sp" Special stance - Some characters in the game can enter a "special stance" which grants them access to additional attacks. Entering such a stance usually makes it impossible to use the basic range of attacks.
"Dmg" Damage - Columns marked as "Dmg" or "Damage" give you an approximate damage dealt with a given attack or combo without breaking the hit counter.
No of hits - Columns marked as "hits" specify where the first hit of the attack or combo hits. Shortcuts used in these columns are described below.
"h" High - An attack which hits "high" can be blocked while standing and doesn't hit a crouching enemy.
"m" Medium - An attack which hits "medium", can be blocked while standing and crouching, hits both a standing and crouching enemy.
"l" Low - An attack which hits "low" can be blocked while crouching and goes through the block of a standing enemy.
"a" Above head - An attack from "above head" can be blocked while standing and goes through the block of a crouching enemy.
"Unb" Unblockable - "unblockable" hits are those which cannot be blocked while standing or crouching.
Weak characters - strong character. The division into weak and strong characters is present in the "Arenas" chapter because of the way they can interact with objects on the arenas. It's a very general division, as some characters, despite being assigned to a given group, have their own special ways of using certain objects. Whether a character is weak or strong doesn't affect its overall efficiency. It's more an effect of the characteristics of the DC Universe heroes.
"Weak" characters - Catwoman, Joker, Batman, Nightwing, Arrow, Harley Quinn, Raven, Deathstroke, Killer Frost, Flash
"Strong" characters - Doomsday, Cyborg, Superman, Grundy, Lex Luthor, Aquaman, Wonder Woman, Hawkgirl, Ares, Shazam, Bane, Black Adam, Sinestro, Green Lantern.
A clash happens when both characters run into each other with a powerful attack. The one who wages more super meter bars wins. If the clash is won by the defender (marked with the shield), his health bar will recover. If the clash is won by the attacker (marked with crossed swords), he will deal extra damage. A clash can be initiated only when the health bar changes from grey to red, meaning that you have less than 50% health left. A clash is started by pressing >+R when being attacked and afterwards choosing one of the attack or power buttons to wager the super meter.
Blocking attacks drastically lowers the received damage, as well as stops any juggles or knockdowns. Blocks however cannot stop throws on unblockable attacks.
Blocking while standing. In order to block an attack while standing, you need to hold down the back button. Each attack which hits on "low" will break through and open a chance for a longer combo.
Blocking while crouching. Pressing down in addition to back will cause you to block while crouching. Only attacks from above can break through this kind of block and open a change for a longer combo.
Push blocking. You can use the meter burn while blocking to push away your enemy. Such a move will cost you one super meter bar and can effectively stop an enemy's attack.
Tech roll - when you're about to land on the ground after being knocked over, you can press any button to perform a backwards roll. It's a very important move which lets you escape from further attacks.
Wake up attack - just like with the tech roll, when you're about to land on the ground after being knocked over, you can perform a special move. Instead of trying to stand up, your character will immediately begin the attack. Waking up with the right special move will let you surprise your enemy and stop his attack.
Super move - each character has a special move which drains all four power bars. Such attacks can be usually blocked just like any other, so it's recommended to perform them at the end of a combo. For example by using it at the end of a "[2],[2]" combo, like a special attack.
Charging the super meter - the super meter charges each time you receive or deal damage. Additionally, performing super attacks charges the meter even if you miss the enemy. Hitting the enemy with super attacks loads the meter the fastest.
Throws - each character has two basic throws. Throwing the enemy backwards is performed by pressing the throw button and [2]+[3]. Throwing the enemy forward can be performed by pressing forward and the throw button or >+[2]+[3]
Blocking throws - to break out of an enemy's throw, press the throw button right after the enemy grabs you.
+[3]" - a very powerful and rather slow attack hitting high and beginning a juggle, letting you land more hits without having to worry about him blocking - Basics of combat - Injustice: Gods Among Us - Game Guide and Walkthrough">">+[3]" - a very powerful and rather slow attack hitting high and beginning a juggle, letting you land more hits without having to worry about him blocking. You can press and hold "[3]" to slow down the attack (and wait for the right moment), however it doesn't influence the damage.
"<+[3]" - a very strong and rather slow attack hitting medium and starting a juggle by knocking the enemy against a wall or edge of the screen, letting you land more hits without having to worry about him blocking. You can use this attack to push your enemy to the next level of the stage, assuming he hits the right edge of the stage. You can hold down [3] to slow down the attack (and wait for the right moment), however it doesn't influence the damage.
">>+R" and "<<+R" - at the cost of two super meter bars, you can perform a faster version of ">+[3]" and "<+[3]". It's however possible only right after a successful attack or block. ">>+R; <<+R" both use up lots of energy, but can be very useful, especially to push an enemy out of the arena or juggle a crouching and blocking enemy.
Jump + attack. Each character can perform three types of jumps (^+>,[1]; ^+>,[2]; ^+>,[3]). Their main advantage is that they deal decent damage and can be the start of bigger combos (including attack strings). Jump vary not only in damage, but also in how they affect your enemy.
Jump + heavy attack "^+>,[3]" deals the most damage and knocks down a standing enemy, making it hard to begin combos starting with slower attacks by using it. It brings down an airborne enemy much faster than the other jumps. If you find it hard to continue a combo after a heavy attack jump, try with a weaker one.
Jump + medium or weak attack "^+>,[1]; ^+>,[2]". Both jumps have a very similar effect. They don't knock down a standing enemy and are slower in bringing an airborne enemy to the ground. That makes them great for beginning combos and connecting series of attacks. Very little difference makes it possible to use the medium attack instead of the weaker version in almost each situation. If you find it hard to continue a combo after a heavy attack jump, try with a medium one.
"v+[3]" - an undercut hitting on low and knocking down the enemy. It deals mediocre damage and is mostly useful because of the low hit. It can be effectively used to stop an incoming enemy.
"v+[1]" - an attacks which knock the enemy into the air, unfortunately the big delay after performing it and the relatively short time the enemy's in the air make it hard to make the most out of it. IT can be sometimes used to begin a combo, but using it to connect series of attacks isn't recommended because of the slow speed and mediocre damage.
Level 1 - Crime Lab. To get to the second level, you have to kick the enemy (<+[3]) through the right edge of the arena.
On the left side of the arena there are Batman's suits in glass showcases. If you fight beside them, they will break and cause two grenades to drop onto the arena. You can pick them up and throw at the enemy.
In the middle of the arena, in the background, there's Batman's computer. Fighting beside, you can throw the enemy it. When he's coming back, you can hit him with a combo, just like with a juggled enemy.
On the right side of the arena there's a console with a red button. Pressing it will cause the Batmobile in the background to shoot rockets at the character standing in a jump's distance from the console.
Level 2 - Lagoon. In order to get back to the first level, you have to kick the enemy (<+[3]) through the left edge of the arena.
On the left side of the arena there's an elevator. A weak character can jump off the wall and do a long jump to the right.
In the middle of the arena there's a rectangle machine hanging from the ceiling which can be smashed by jumping up to it. That will cause cable to drop down from it. Kicking an enemy into them will electrocute him. A weak character can plant explosive on the machine, damaging the enemy if he's on its left or right side. The explosion won't cause damage to characters standing in the middle. A strong character will tear down the machine and throw it at the enemy.
On the right side of the arena there are some metal crates blocking the path. They can be broken to reach the further part.
Breaking the crates makes it possible to reach the right edge of the arena with an explosive barrels deploying unit. A weak character will roll the barrel into the enemy, while a strong will throw it at the opponent's head.
Level 1 - Command Center. In order to reach the second level you have to kick the enemy (<+[3]) through the left edge of the arena.
On the left side of the arena there's a thick pipe by the ceiling. Jumping to it lets you stun your enemy with a stream of gas.
On the left and right side of the central part of the arena there are screens hanging from the ceiling which can be reached by jumping. A weak character will plant an explosive which will damage the enemy if he's on the left or right side. The explosion won't damage a character directly beneath it. A strong character will rip off the pipe and throw it at the enemy.
On the right side of the arena there's an energy generator. Standing by it, you can attack with a stronger attack. Your character will attack at the distance of two jumps, sending the enemy far to the left.
Level 2 - Luthor's Lab. In order to get back to the first level you have to kick the enemy (<+[3]) through the left edge of the arena.
At the left edge of the arena there's an armour suit tested with a laser. A weak character can jump off the armour far to the right. A strong character can throw the armour at the enemy.
On the left side of the arena there's laser. You can jump to it and aim at the enemy by the wall (where the armour is).
On the left and right side of the central part of the arena there are lamps hanging from the ceiling, you can jump to them and throw them at the enemy.
On the right side of the arena there's a green button by the pedestal with the brain. A weak character will press and the button and jump away, causing missiles to be launched at the enemy. A strong character will throw the pedestal, therefore making it impossible to further use it.
At the left edge of the arena there's a jet engine hanging from the ceiling. Jumping to it can cause it to start swinging and hit your enemy.
On the left side of the arena there's a red tools box. A weak character will throw a single item and the enemy, while a strong one the whole box.
On the left side of the arena there's a rocket hanging from the ceiling. In order to activate it, you have to jump to it. A weak character will plant an explosive on the rocket and the explosion will damage the enemy if he's slightly to the left or right from it. The explosion won't damage a character standing directly under the rocket. A strong character will grab the rocket and throw it at the enemy.
On the right side of the arena, nearby the middle there are green gas tanks. They can be throw at the enemy.
At the right edge of the arena there's a console with a button and a rocket vendor. A weak character can press the button and send a rocket at the enemy. A strong character will take a rocket from the vendor and throw it.
Level 1 - Rooftop. In order to reach the second level you have to kick the enemy (<+[3]) through the right edge of the arena.
At the left edge of the arena there's the Batman signal light. A weak character can jump off it far to the right. A strong character will throw the search light at the enemy.
To the left of the middle there's a ventilation shaft. A weak character can jump off it to get away from the enemy. A strong character can throw it.
In the middle of the arena in the background there's a helicopter. While fighting beside, you can throw the enemy at it. While he's trying to get back, you can perform a combo just like with a juggled enemy.
At the right edge of the arena there's a wooden water tower. A weak character can destroy its support and thus cause it to fall on the enemy. A strong character can also knock down the tower, but only after jumping.
Level 2 - Alley. In order to get back to the first level you have to kick the enemy (<+[3]) through the left edge of the arena.
At the left edge of the arena there's a chemicals cistern. A weak character can throw a small container, while a strong one can pierce through the cistern and pour chemical on the enemy.
On the left side of the arena there's a metal dumpster. A weak character can push it along the ground at the enemy, which can be done multiple times. A strong character will use the container to hit the nearby enemy and therefore destroy it.
At the right edge of the arena there's neon "Hotel" sign with an arrow. In order to use it, you have to jump up. A weak character will throw the arrow, while a strong the "Hotel" sign itself.
At the right edge of the arena there's hydrant. A weak character can turn it and push away the enemy with a stream of water. A strong character will throw the hydrant at the enemy.
Level 1 - Bridge. In order to reach the second level you have to kick the enemy (<+[3]) through the left edge of the arena.
There are drones flying above the arena, you can jump up and toss them at the enemy.
At the left edge of the arena there's a console and a fighter jet in the background. Pressing the button will launch the jet, therefore setting your enemy on fire. A weak character will additionally jump off to the right.
In the middle of the arena, in the background, there's a yellow sphere which can be thrown at the enemy while fighting nearby. While he's trying to get back, you can perform a combo just like with a juggled enemy.
On the right side of the arena there's a metal globe. A weak character can jump off it and get away from the enemy, while a strong one can throw the globe at the enemy.
At the right edge of the arena there's a console. A weak character can jump off it to the left. A strong character can grab the enemy and hit him into the console.
Level 2 - Reactor. In order to get back to the first level you have to kick the enemy (<+[3]) through the right edge of the arena.
There are drones flying above the arena, you can jump up and toss them at the enemy.
At the left edge of the arena there's a jet engine and a lever used to control it. A weak character can turn on the engine and burn the enemy. A strong character can throw the engine at the enemy.
In the middle of the arena in the background there's a yellow sphere and a console. When fighting beside it, you can throw your enemy into it. While he's trying to get back, you can perform a combo just like with a juggled enemy.
On the right side of the arena, nearby its edge, there's a laser facing a yellow sphere. A weak character can point it at the enemy. A strong character can toss it.
Level 1 - Laboratory. In order to reach the second level you have to kick the enemy (<+[3]) through the right edge of the arena.
At the left edge of the arena there's a vehicle. A weak character can jump off it to the right. A strong character can use the vehicle to hit a nearby enemy.
In the middle of the arena in the background there's a giant, while fighting beside you can throw your enemy at it. While he's trying to get back, you can perform a combo just like with a juggled enemy.
In the middle of the arena there's an ice sphere hanging from the ceiling. You can jump up and throw it at the enemy.
On the right side of the arena there's a laser gun generating a red beam. You can juggle the enemy here and press the interaction button. The gun will fire at the juggled enemy and throw him back at the arena. He will bounce off the ground and you will be able to continue with additional attacks.
Level 2 - Menagerie. In order to get back to the first level you have to kick the enemy (<+[3]) through the left edge of the arena.
In the middle of the arena on the left there's an insect frozen in a piece of ice. You need to jump up to use it. A weak character will plant explosives on the ice and the explosion will damage the enemy if he's slightly to the left or right of it. The explosion won't damage characters directly beneath it. A strong character will grab the ice block and throw it at the enemy.
On the right side of the arena there's a starfish in a sphere. A weak character can jump off it and get away from the enemy, while a strong one will throw the sphere.
At the right edge of the arena there are two portals. They can be used to attack the enemy by surprise by heading into the portal in the background and getting back through the one on the right.
Level 1 - Temple. In order to reach the second level you have to kick the enemy (<+[3]) through the left edge of the arena.
At the left edge of the arena there's a fire goblet. A weak character can jump off it to the right and toss ember at the enemy. A strong character will throw the whole goblet.
In the middle of the arena in the background there's a statue, while fighting in front of it you can throw your enemy at it. While he's trying to get back, you can perform a combo just like with a juggled enemy.
On the left and right side of the central part of the arena there are lion heads on pillars and handles on chains. A weak character can grab the handle and burn the enemy. A strong character can jump to the lion head and toss it at the enemy.
At the right edge of the arena there's a tree. A Weak character can grab the enemy and hit him against the tree. A strong character can rip out the tree and hit the enemy.
Level 2 - Port. In order to get back to the first level you have to kick the enemy (<+[3]) through the right edge of the arena.
At the left edge of the arena there's a cannon. A weak character can shoot it at the enemy. A strong character can toss the cannon at the enemy.
In the middle of the arena there are barrels hanging in a net. A weak character can jump to them and either jump off or cut the rope and therefore drop them down on the enemy. A strong character can jump up to the net and toss it beneath.
At the right edge of the arena there are some barrels. A weak character can toss the barrels at the enemy's feet. A strong character can throw the barrels from behind his head.
Level 1 - Cell Block. In order to reach the second level you have to kick the enemy (<+[3]) through the left edge of the arena.
At the left edge of the arena there's a guard. A weak character can take his gun and shoot at the enemy. A strong character can toss the guard. Here you can also find a turret hanging from the ceiling. In order to use it, you have to jump up. A weak character can aim the turret at the enemy and shoot a short series. A strong character can toss the whole turret.
In the middle of the arena there's a robot. A weak character can jump off it and get away from the enemy. A strong character can toss the robot.
On the right side of the arena there's a metal container. A weak character can jump off it and get away. A strong character can toss the container at the enemy.
Level 2 - Yard. In order to get back to the first level you have to kick the enemy (<+[3]) through the left edge of the arena.
At the left edge of the arena there's a barbell. A weak character can jump off it far to the right. A strong character can hit the enemy with it.
In the middle of the arena in the background there's an armoured creature, when fighting beside it you can throw the enemy at it. While he's trying to get back, you can perform a combo just like with a juggled enemy
On the right side of the arena there are metal containers. A weak character can throw them at the enemy. A strong character can grab it, jump up and toss it at the enemy.
At the right edge of the arena there's a container with colour lights. A weak character can jump off it and get away. A strong character can toss the container at the enemy.
Level 1 - Streets. In order to reach the second level you have to kick the enemy (<+[3]) through the right edge of the arena.
At the left edge of the arena there's a yellow car. A weak character can jump off it and get away far to the right. A strong character can hit the enemy with the car.
On the left side of the arena, in the background, there's an armoured car with a turret. You can juggle the enemy and use the interaction button to order the enemy to shoot at him.
On the right side of the arena there's a vehicle floating above the arena. You can jump up to interact with it. A weak character will plant explosives on it, the explosion will damage the enemy if he's slightly to the left or right off the vehicle. The explosion won't hurt characters directly below the vehicle. A strong character will grab the car and toss it at the enemy.
Level 2 - Rooftop. In order to reach the third level, you have to kick the enemy (<+[3]) through the right edge of the arena.
There's a small vehicle flying above the arena, jump up to use it. A weak character will use it to burn the enemy, while a strong one will toss it at the enemy.
At the left edge of the arena there's a metal device. A weak character can jump off it and get away far to the right. A strong character can rip out the cable and hit the enemy.
Level 3 - Museum. In order to get back to the first level you have to kick the enemy (<+[3]) through the left edge of the arena.
On the left side of the arena there's a helicopter tail with a propeller hanging from the ceiling, you can use it by jumping up. A weak character can rip off the propeller and toss it at the enemy. A strong character can toss the whole tail.
On the right side of the arena there's car hanging from the ceiling, you can jump up to interact with it. A weak character will plant explosives on it, the explosion will damage the enemy if he's slightly to the left or right off the vehicle. The explosion won't hurt characters directly below the vehicle. A strong character will grab the car and toss it at the enemy.
Reaching the right side of the arena is impossible due to a showcase. It can be destroyed to widen the arena.
Level 1 - Cell Block. In order to reach the second level you have to kick the enemy (<+[3]) through the right edge of the arena.
At the left edge of the arena there's a bed used to chain dangerous patients. A weak character can jump off it and get away far to the right. A strong character can hit the enemy with it.
On the left side of the arena there's a poisonous flower. A weak character can step on the vines beneath it and launch poisonous gas at the enemy. A strong character can jump up to the flower and toss it at the enemy.
On the left and right side of the central part of the arena there are screen hanging from the ceiling. You can jump up to interact with it. A weak character will plant explosives on it, the explosion will damage the enemy if he's within a jump distance to the left or right. The explosion won't hurt characters directly below the vehicle. A strong character will grab the screen and toss it at the enemy.
On the right side of the arena there's a thick pipe hanging beneath the ceiling. Jump to it to freeze the enemy with a stream of gas.
Level 2 - Mess Hall. In order to get back to the first level you have to kick the enemy (<+[3]) through the right edge of the arena.
At the left edge of the arena there's a kitchen stove. A weak character can jump off it and get far to the right. A strong character can use it to hit the enemy.
On the left side of the arena there's a pig hanging from a hook. It can be moved left and right along the rail and therefore hit the enemy.
On the right side of the arena there are stone heads on pillars. In order to reach them you have to jump up. They can be then grabbed and tossed at the enemy.
On the right side of the arena there's a chandelier, it can be used by jumping up. A weak character will grab it and do a long jump, while a strong one will toss it at the enemy.
Level 1 - Plaza. In order to reach the second level you have to kick the enemy (<+[3]) through the right edge of the arena.
There's a small robot driving along the arena. A weak character can press the red button and send it onto the enemy. A strong character can toss the robot at the enemy.
At the left edge of the arena there's a statue. A weak character can take its weapon and hit the enemy with it. A strong character can knock it down on the enemy.
On the left side there's a bust. A weak character can jump off it and get away. A strong character can throw it at the enemy.
In the middle of the arena in the background there's a fountain, when fighting beside you can throw the enemy at it. While he's trying to get back, you can perform a combo just like with a juggled enemy.
At the right edge of the arena there's a robot. A weak character can jump off it and get away to the right. A strong character can grab the enemy beside it and hit him into the robot.
Level 2 - Great Hall. In order to get back to the first level you have to kick the enemy (<+[3]) through the right edge of the arena.
At the left edge of the arena there's model there's a space station model. A weak character can jump off it and get away far to the right. A strong character can hit the enemy with the model.
In the middle of the arena there's a planet system model. You can jump up to interact with it. A weak character will plant explosives on it, the explosion will damage the enemy if he's within a jump distance to the left or right. The explosion won't hurt characters directly below the model. A strong character will grab the model and toss it at the enemy.
On the right side of the arena there's a small floating vehicle, you can jump up to use it. A weak character will use the vehicle to move left or right (hold down the interaction button). A strong character will toss the vehicle at the enemy.
At the right edge of the arena in the background there's portal. It can be used to quickly move left.
Level 1 - Entrance. In order to reach the second level you have to kick the enemy (<+[3]) through the right edge of the arena.
At the left edge of the arena there's a red car. A weak character can jump off it and get away far to the right. A strong character can use the car to hit the enemy.
In the middle of the arena in the background there's a fountain, when fighting beside it you can throw the enemy at it. While he's trying to get back, you can perform a combo just like with a juggled enemy.
On the right side of the arena there's a motorcycle. A weak character can go use it to drive over the enemy. A strong character will toss it at the enemy.
At the right edge of the arena there's a gargoyle pillar, you can jump up to interact with it. A weak character can jump off the pillar far to the left. A strong character can grab the pillar and toss it at the enemy.
Level 2 - Great Room. In order to get back to the first level you have to kick the enemy (<+[3]) through the left edge of the arena.
At the left edge of the arena there's an armour suit. A weak character can jump off it and get far to the right. A strong character can toss it at the enemy.
On the left side of the arena there's a red chair. You can toss it at the enemy.
In the middle of the arena in the background there's a served table, while fighting beside you can throw the enemy at it. While he's trying to get back, you can perform a combo just like with a juggled enemy. In the middle of the arena there's also a chandelier which can be used by jumping up. A weak character will grab it and do a long jump. A strong character will grab it and throw it at the enemy.
On the right side of the arena there's a piano. A weak character can go push it at the enemy. A Strong character will toss it at the enemy.
At the right edge of the arena there's an Asian armour suit. A weak character can jump off it and get far to the left. A strong character can throw the suit at the enemy.
At the left and right side of the arena there are water containers and metal valves. A weak character can use the valve to push the enemy away with a stream of water. A strong character can break the container to flood the enemy.
On the left side of the arena there's a small sphere aquarium. A weak character can jump off it and get away. A strong character can toss the aquarium at the enemy.
In the middle of the arena in the background there's a throne, when fighting beside you can throw the enemy at it. While he's trying to get back, you can perform a combo just like with a juggled enemy. Above the middle part of the arena there's a glass pipe. A weak character can jump to it and get away from the enemy.
On the right side of the arena there's a pedestal with a stone board. A weak character can jump off it and get away. A strong character can toss it at the enemy.
Power. Lex Luthor uses a shield which absorbs a part of the damage dealt to him. The shield will become more powerful the longer you hold the power button.
Super move. Lex Luthor's super move begins with a short combo. The necessary condition which you have to meet is hit with one of the three first and the fourth attack which begin the super move. You should consider the rather hard beginning of the super move if you plan on implementing it into a combo. It's best to launch it after one of the basic combos like [1],[1] or [2],[2] or <+[2],[3].
Special moves
Name
Combination
No of hits
Damage
Additional
Gravity Pull
v<[1]
2
11
Knockdown
Gravity Pull
v<[1],R
1
4
Stun
Gravity Mine
vvX,
1
5
Stun
Gravity Mine
vvX,R
2
10
Stun, juggle
Close Gravity Mine
vvX,<
1
5
Stun
Close Gravity Mine
vvX,<,R
2
10
Stun, juggle
Far Gravity Mine
vvX,>
1
5
Stun
Far Gravity Mine
vvX,>,R
2
10
Stun, juggle
Orbital Strike
v>[3]
1
8
Unblockable
Orbital Strike
v>[3],R
3
14
Unblockable, juggle
Lex Probe
v<[3]
1
2
Probe shot
Lex Probe
v<[3],R
2
4
Probe shot
Lance Blast
v>[2]
1
3
Shot
Up Lance Blast
v<[2]
1
3
Shot
Corp Charge (also in the air)
<>[1]
1
9
Knockdown
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Mad Man
[2],[2]
2
4
Open
mm
Criminal Mind
[2],[2],[1]
3
8
Open
mma
Prototype
[2],[2],[3]
3
10
Open
mmm
Highest Currency
<+[2],[3]
2
5
Open
ll
Die Hard
[1],[2]
2
8
Open
mm
World Domination
[1],[2],[3]
3
16
Knockdown
mmm
Early Triumph
[1],[1]
2
8
Open
mm
New Destiny
[1],[1],<+[3]
3
14
Knockdown
mml
Evil Scientist
[1],[1],v+[2]
3
12
Knockdown
mma
LexCorp
<+[1],^+[3]
2
12
Knockdown
am
Megalomania
<+[1],^+[3],v+[3]
3
16
Knockdown
amm
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; v<[1]
4
14
mm
[2],[2]; <>[1]
3
12
mm
[2],[2]; v<[1],R; [2],[2]; <>[1]
6
18
mm
[2],[2]; v<[1],R; >+[3]; [1],[1]; v<[1]
8
28
mm
[2],[2]; v<[1],R; <+[3]; ^+>,[1]; >+[1]; v<[1]
8
32
mm
[2],[2],[1]; v<[1]
5
17
mma
[2],[2],[1]; <>[1]
4
16
mma
[2],[2],[1]; v<[1],R; [1],[1]; <>[1]
7
24
mma
[2],[2],[1]; v<[1],R; <+[3]; ^+>,[1]; >+[1]; v<[1]
9
34
mma
[2],[2],[3]; v<[1]
5
18
mmm
[2],[2],[3]; <>[1]
4
17
mmm
[2],[2],[3]; v<[1],R; [1],[1]; v<[1]
8
25
mmm
[2],[2],[3]; v<[1],R; <+[3]; ^+>,[1]; >+[1]; v<[1]
9
33
mmm
<+[2],[3]; v<[1]
4
14
ll
<+[2],[3]; <>[1]
3
13
ll
<+[2],[3]; v<[1],R; [1],[2],[3]
6
22
ll
<+[2],[3]; v<[1],R; >+[3]; [1],[1]; v<[1]
8
29
ll
<+[2],[3]; v<[1],R; >+[3]; ^+>,[1]; >+[1]; v<[1]
8
33
ll
[1],[2]; v<[1]
4
17
mm
[1],[2]; <>[1]
3
16
mm
[1],[2]; v<[1],R; [1],[2]; v<[1]
7
26
mm
[1],[2]; v<[1],R; >+[3]; [1],[1]; v<[1]
8
32
mm
[1],[2]; v<[1],R; <+[3]; ^+>,[1]; >+[1]; v<[1]
8
36
mm
[1],[1]; v<[1]
4
17
mm
[1],[1]; <>[1]
3
16
mm
[1],[1]; v<[1],R; [1],[1]; <>[1]
6
25
mm
[1],[1]; v<[1],R; [1],[2],[3]
6
25
mm
[1],[1]; v<[1],R; >+[3]; [1],[1]; v<[1]
8
32
mm
[1],[1]; v<[1],R; <+[3]; ^+>,[1]; >+[1]; v<[1]
8
36
mm
>+[1]; v<[1]
3
19
a
>+[1]; <>[1]
2
17
a
>+[1]; v<[1],R
2
13
a
>+[1]; v<[1],R; >+[3]; >+[1]; v<[1]
6
34
a
>+[1]; v<[1],R; <+[3]; ^+>,[1]; >+[1]; v<[1]
7
37
a
^+>,[1]; [1],[2],[3]
4
21
a
^+>,[1]; >+[1]; v<[1]
4
24
a
^+>,[1]; >+[1]; <>[1]
3
22
a
^+>,[1]; >+[1]; v<[1],R; >+[1]; v<[1]
6
33
a
v>[3],R; >>; [1],[1]; <>[1] (less than the jump)
6
26
Unb.
v>[3],R; >>; [1],[1]; v<[1] (less than the jump)
7
27
Unb.
v>[3],R; >>; >+[1]; <>[1] (less than the jump)
5
27
Unb.
v>[3],R; >>; >+[1]; v<[1] (less than the jump)
6
28
Unb.
v>[3],R; >>; >+[1]; v<[1],R; >+[1]; v<[1] (less than the jump)
8
35
Unb.
v>[3],R; ^+>,[1]; >+[1]; <>[1] (close)
6
30
Unb.
v>[3],R; ^+>,[1]; [1],[1]; v<[1] (close)
8
31
Unb.
v>[3],R; ^+>,[1]; >+[1]; v<[1],R; >+[1]; <>[1] (close)
8
37
Unb.
>+[3]; [1],[2],[3];
4
23
a
>+[3]; [1],[1]; <>[1]
4
23
a
>+[3]; >+[1]; <>[1]
3
24
a
>+[3]; >+[1]; v<[1]
4
25
a
>+[3]; ^+>,[1]; >+[1]; <>[1]
4
28
a
<+[3]; ^+>,[1]; >+[1]; v<[1]
5
29
m
>+[3]; >+[1]; v<[1],R; >+[1]; v<[1]
6
32
a
<+[3]; ^+>,[1]; [1],[1]; v<[1],R; [1],[1]; v<[1]
9
34
m
>+[3]; ^+>,[1]; >+[1]; v<[1],R; >+[1]; v<[1]
7
35
a
v<[1],R; [1],[1]; v<[1]
5
21
m
v<[1],R; >+[1]; v<[1]
4
22
m
v<[1],R; >+[3]; >+[1]; <>[1]
4
27
m
v<[1],R; >+[3];^+>,[1]; >+[1]; <>[1]
5
30
m
v<[1],R; <+[3];^+>,[1]; [1],[1]; <>[1]
6
30
m
Gravity Mine is an attack which leaves a mine on the arena after being used. If the enemy steps onto it, he will be stunned, which is a perfect opportunity to lead out a combo. In the table below you can see example combos which can be performed on an enemy who steps onto a mine.
The "Mine" on the beginning of the combo assumes that the enemy steps onto the mine and you have to approach him as fast as possible. For combos which begin with (^+>,[1]) you need to be at a jump distance from the enemy when the mine explodes or right afterwards.
Combo attacks - Gravity Mines
Combination
No of hits
Dmg.
Beginning hits
Mine; [2],[2], v<[1],R; <+[3];^+>,[1]; [1]; v<[1]
9
35
Mine
Mine; >+[1]; v<[1],R; <+[3];^+>,[1]; >+[1]; v<[1]
8
42
Mine
Mine; <+[3]; ^+>,[1]; [1],[1]; v<[1],R; [1],[1]; v<[1]
10
39
Mine
Mine; ^+>,[1]; <+[1],^+[3],v+[3];
5
27
Mine
Mine; ^+>,[1]; >+[1]; v<[1]
5
29
Mine
Mine; ^+>,[1]; >+[1]; v<[1],R; >+[1]; v<[1]
7
38
Mine
Mine; ^+>,[1]; >+[1]; v<[1],R;<+[3];^+>,[1];>+[1]; <>[1]
8
45
Mine
In the bellow table you can find full combos which begin with placing a mine and attacks which push the enemy into the trap. Unfortunately they are hard to make the most of during a fight.
Combo attacks - Gravity Mines with pushing the enemy
Combination
No of hits
Dmg.
Beginning hits
vvX; v+[3]; >>; >+[3]
3
22
l
vvX; v+[3]; >>; >+[3]; >+[1]; <>[1]
5
34
l
vvX; v+[3];>>; <+[3];^+>,[1]; [1],[1]; v<[1],R; [1],[1];v<[1]
11
44
l
vvX; v+[3]; >>; <+[3]; ^+>,[1]; [1],[1]; super
11
48
l
vvX; <+[1],^+[3]; <+[3]; ^+>,[1]; >+[1]; <>[1]
7
41
am
vvX>; [1],[1],v+[2]; >>; <+[3]; ^+>,[1]; [1],[1]; <>[1]
9
35
mma
vvX>; <+[1],^+[3],v+[3]; <+[3]; ^+>,[1]; [1],[1]; <>[1]
9
44
amm
vvX>;<+[1],^+[3],v+[3];<+[3];^+>,[1]; [1]; v<[1],R;[1],[1]; v<[1]
12
49
amm
Power. Superman's power is temporarily increase his damage. It's perfect to use it before a combo or using the super move. Additionally Superman, as a flying character, can charge in the air which increases his range during jumps.
Super move. Superman's super move begins with a fast flight which hits from "above head". It can be easily put into a combo, even if the enemy is pushed back on a large distance.
Special moves
Name
Combination
No of hits
Damage
Additional
Super Breath
v<T
1
10
Knockdown
Super Breath
v<T,R
1
10
Stun
Heat Vision
v<K
1
7
Knockdown
Heat Vision
v<K,R
2
15
Knockdown
Heat Vision (in air)
v<K
1
7
Knockdown
Heat Vision (in air)
v<K,R
2
13
Knockdown
Rising Grab
v>T,
2
8
Knockdown
Rising Grab
v>T,R
2
12
Knockdown
Flying Punch
<>X
1
8
Knockdown
Flying Punch
<>X,R
3
14
Knockdown
Flying Ground Smash (from the air)
v+X
1
8
Knockdown
Flying Ground Smash (from the air)
v+X,R
2
16
Knockdown
Heat Zap
v<X
1
12
Shot, Knockdown
Low Scoop
v>K
1
5
Juggle, low
Basic attacks
Name
Combination
No of hits
Damage
Additional
Hits
It's A Bird
K,K
2
5
Open
hm
Great Purge
K,K,K
3
8
Open
hmm
Kryptonite Bash
K,K,T
3
11
Knockdown
hma
Speeding Bullet
T,T
2
5
Open
mm
The Last Son
T,T,X
3
9
Juggle
mma
Unstoppable
<+T,X
2
11
Knockdown
mm
Solitude Strikes
>+T,X
2
8
Juggle
mm
Steel Rush
>+T,v+K
2
5
S.Open
ml
Man of Steel
>+T,v+K,X
3
11
Knockdown
mla
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
X; <>X
2
17
m
X; v<T
2
19
m
K,K; v>K; <+T,X; <>X
6
21
hm
K,K; v>K; X; v<T
5
23
hm
K,K; v>K; X; v<X
5
24
hm
K,K; v>K; X; <>X,R
7
25
hm
K,K; v>K; K,K; v<T,R; ^; v+X
7
24
hm
K,K; v>K; K,K; v<T,R; >>; <+T,X; <>X
9
28
hm
K,K; v>K; K,K; v<T,R; <+X; X; <>X
9
32
hm
K,K,K; v>K; K,K,K; v<T
8
23
hmm
K,K,K; v>K; X; v<X
6
26
hmm
K,K,K; v>K; K,K; v<T,R; <+X; X; <>X
10
33
hmm
K,K,K; v<T,R; >+T,X; >+T,X; v<T
9
29
hmm
T,T; v>K; X; v<X
5
24
mm
T,T; v<T,R; <+X; X; <>X
6
31
mm
T,T; v>K; T,T; v<T,R; <+X; X; <>X
9
32
mm
T,T,X; >+T,X
5
16
mma
T,T,X; >+T,v+K,X
6
19
mma
T,T,X; >>; X; <>X
5
23
mma
T,T,X; >+T,X; >+T,X; v<T
8
25
mma
T,T,X; >+T,X; v<T,R; ^+>T; K,K,K; v>K; X; <>X
13
36
mma
M; T,T,X; >+T,X; v<T,R; ^+>T; K,K,K; v>K; X; <>X
13
46
mma
>+T,v+K; >+T,X; >+T,X; <>X
7
21
ml
>+T,v+K; v<T,R; ^+>T; X; <>X
6
30
ml
>+T,v+K; v<T,R; ^+>T; K,K,K; <>X
10
34
ml
>+T,X; >+T,X; v<T,R; ^; v+X
6
24
mm
>+T,X; ^+>T; X; <>X
5
24
mm
>+T,X; >+T,X; >+T,X; <>X
7
27
mm
>+T,X; >+T,X; v<T,R; ^+>T; X; <>X
8
30
mm
>+T,X; >+T,X; v<T,R; K,K,K; v>K; X; <>X
11
30
mm
>+T,X; ^+>T; X; super
11
44
mm
M; >+T,X; ^+>T; X; super
11
54
mm
v<T,R; ^+>T; X; <>X
4
28
m
v<T,R; <+X; X; <>X
4
29
m
v<T,R; K,K,K; v>K; X; <>X
7
29
m
v>K; <+T,X; <>X
4
18
l
v>K; X; <>X
3
18
l
v>K; K,K; v<T,R; <+X; X; <>X
7
30
l
<+X; X; v<T;
3
25
m
<+X; K,K; v<T,R; ^+>T; X; <>X
7
33
m
<+X; K,K; v<T,R; ^+>T; K,K; v>K; X; <>X
10
36
m
<+X; K,K; v<T,R; ^+>T; K,K,K; v>K; X; <>X
11
37
m
>+X; X; v<X
3
26
al
>+X; K,K; v<T,R; ^+>T; K,K,K; v>K; X; <>X
11
37
al
M; >+X; K,K; v<T,R; ^+>T; K,K,K; v>K; X; <>X
11
47
al
v+T; >+T,X; v<T,R; ^+>T; K,K,K; v>K; X; <>X
11
26
m
^+>T; K,K,K; v>K; X; <>X
7
27
al
Power. Joker has a special dodge under the power button. He can use it to parry low and high hits and each time he succeeds at it, he gets one "HA". Parrying three hits in a short time gives Joker a temporarily speed boost.
Super move. Joker's super move is throwing a pie at a considerably high altitude. It flies at head's height with big speed. The super move fits nicely into combos, though Joker unfortunately doesn't have many long combos which doesn't require using energy.
Special moves
Name
Combination
No of hits
Damage
Additional
Crowbar
<>[3]
3
9
Knockdown, above head
Crowbar
<>[3],R
6
14
Knockdown, above head
Laughing Gas
v<[2]
1
9
Lob
Laughing Gas
v<[2],R
2
14
Juggle
Rolling Laughing Gas
v<[1]
1
7
Hits low
Rolling Laughing Gas
v<[1],R
2
12
Hits low, juggle
BANG!
v>[2]
1
8
Shot
Chattering Teeth
v<[3]
1
7
Hits low, juggle
Mid Chattering Teeth
v<[3],^
1
7
Hits low, juggle
Far Chattering Teeth
v<[3],>
1
7
Hits low, juggle
Acid Blossom
<>[1]
1
10
Shot
Basic attacks
Name
Combination
No of hits
Damage
Additional
Hits
Suicide King
[2],[2]
2
4
Open
hm
Last Laugh
[2],[2],[1]
3
12
Knockdown
hma
Give Me A Smile
[2],[2],[3]
3
8
Knockdown
hma
Punch Line
<+[2],[3]
2
11
Knockdown
la
Die Laughing
[1],[2]
3
7
Open
mmm
Put It There Pal
[1],[2],[1]
4
13
Knockdown
mmmm
HA HA HA HA
[1],[2],[3]
4
13
Knockdown
mmma
Clown Prince
>+[1],[3]
2
4
Open
mm
Full Deck
>+[1],[3],[1]
3
8
Open
mmm
Joke's On You
>+[1],[2]
2
11
Knockdown
ma
Mad Love
[3],[1]
3
12
Open
mmm
Shank Shank
[3],[1],[3]
6
16
Open
mmmmss
No More Jokes
[3],[3]
2
16
Knockdown
mm
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; <>[1]
3
13
hm
[2],[2]; v<[1]
3
10
hm
[2],[2]; <>[3]
5
12
hm
[2],[2]; v<[1],R; >+[3]; [3]; <>[1]
7
31
hm
[2],[2]; v<[1],R; >+[3]; [3],[1]; <>[1]
9
32
hm
[2],[2]; v<[1],R; >+[3]; [3],[1]; <>[3],R
14
34
hm
[2],[2],[3]; <>[1]
4
17
hma
[2],[2],[3]; <>[3]
6
15
hma
[1],[2]; <>[1]
4
15
mmm
[1],[2]; <>[3]
6
14
mmm
[1],[2],[1]; <>[1]
5
20
mmmm
[1],[2],[1]; v>[2]
5
18
mmmm
>+[1],[3]; <>[1]
3
13
mm
>+[1],[3]; <>[3]
5
12
mm
>+[1],[3]; v<[1]
3
10
mm
>+[1],[3]; v<[1],R; >+[3]; [3]; <>[1]
7
31
mm
>+[1],[3]; v<[1],R; >+[3]; [3],[1]; <>[1]
9
32
mm
>+[1],[3],[1]; <>[1]
4
17
mmm
>+[1],[3],[1]; <>[3]
6
16
mmm
[3],[1]; <>[1]
4
20
mmm
[3],[1]; <>[3]
6
19
mmm
[3],[1],[3]; <>[1]
4
19
mmm
[3],[1],[3]; <>[3]
6
18
mmm
[3]; <>[1]
2
17
m
[3]; v<[1]
2
14
m
[3]; v<[1],R; >+[3]; [3]; <>[1]
6
35
m
[3]; v<[1],R; >+[3]; [3],[1]; <>[1]
8
37
m
>+[3]; [3],[3]
3
23
a
>+[3]; [3]; <>[1]
3
23
a
>+[3]; [1],[2],[1]; v>[2]
6
25
a
>+[3]; [3],[1]; <>[1]
5
26
a
<+[3]; [3],[3]
3
23
m
<+[3]; [3]; <>[1]
3
23
m
<+[3]; [1],[2],[1]; v>[2]
6
25
m
<+[3]; [3],[1]; <>[1]
5
26
m
v<[1],R; [3],[3]
4
24
lm
v<[1],R; >+[3]; [3],[3]
5
29
lm
v<[1],R; >+[3]; [3]; <>[1]
5
30
lm
v<[1],R; >+[3]; [3],[1]; <>[1]
7
32
lm
v<[1],R; v<[1],R; <+[3]; [3],[1]; <>[1]
9
36
lm
v<[1],R; v<[1],R; v<[1],R; v<[1],R; <>[1]
9
36
lm
v<[2],R; >+[3]; [3],[1]; <>[1] (close to the enemy)
7
36
m
v<[2],R; >+[3]; [3],[1]; <>[1] (jump distance)
5
23
m
v<[2],R;>>; >+^,[1]; [3],[1]; <>[1] (1.5x jump distance)
7
35
m
v<[2],R; >>; >+^,[3] (two jumps distance)
3
23
m
[2],[2],[3]; super
10
34
hma
[3],[1],[3]; super
10
38
mmm
Chattering Teeth is one of Joker's special attacks which works like a trap. If the enemy is standing on the chattering teeth when it explodes, the enemy will be thrown into the air and will be open for a combo. Below you can find sample combos which you can use on such an enemy. In the below table the kind of chattering teeth points to the distance of the enemy from Joker.
Chattering Teeth Combo attacks
Combination
No of hits
Dmg.
Beginning hits
v<[3]; [3],[3]
3
21
l
v<[3]; [3],[1]; <>[1]
5
25
l
v<[3]; >+[3]; [3],[3]
4
27
l
v<[3]; >+[3]; [3],[1]; <>[1]
6
31
l
v<[3]; <+[3]; [3],[1]; <>[1]
6
31
l
v<[3]; v<[2],R;
3
19
l
v<[3]; v<[2],R; >>; [3],[3]
5
31
l
v<[3]; v<[2],R; >>; [3],[1]; <>[1]
7
35
l
v<[3]^; >+[3]; [3],[3]
4
27
l
v<[3]^; >+[3]; [3],[1]; <>[1]
6
31
l
v<[3]^; v<[2],R; >>; [3],[1]; <>[1]
7
25
l
v<[3]>; >>; [3],[1]; <>[1]
5
25
l
v<[3]>; >+[3]; [3],[1]; <>[1]
6
31
l
v<[3]>; >>; >+^,[1]; [3],[1]; <>[1] (far from the enemy)
6
30
l
v<[3]; >+[3]; [3]; super
10
42
l
v<[3]; >+[3]; [3],[1]; super
12
43
l
Power. Batman can summon three mechanical bats which can be shot at the enemy at any time. Additionally Batman can use the bats to create a spinning shield which juggles the enemies. Batman's second power is a double jump which lets him stay in air for longer.
Super move. Batman's super move begins with a smoke grenade thrown at the enemy's feet (hits medium) at any range. The super move can be easily put into a combo.
Special moves
Name
Combination
No of hits
Damage
Additional
Straight Grapple
v>[2]
2
9
Knockdown
Straight Grapple
v>[2] R
1
2
Stun
Sky Grapple
v<[2]
2
10
Knockdown
Sky Grapple
v<[2] R
2
6
Juggle
Batarang
<>[1]
2
7
Shot
Batarang
<>[1] R
3
11
Shot, knockdown
Up Batarang
v<[1]
1
6
Shot
Up Batarang
v<[1] R
2
11
Shot, juggle
Slide Kick
<>[3]
1
7
Undercut, knockdown
Slide Kick
<>[3] R
2
12
Undercut, knockdown
Scatter Bombs (in air)
v<[1]
1
9
Only in air
Cap Parry
v<[3]
4
12
Parry, knockdown
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Showdown
[2],[2]
2
4
Open
hm
Injustice
[2],[2],[1]
3
10
Open
hmm
Vengeance
[2],[2],[3]
3
8
Juggle
hma
Tricky Bat
[2],[1],[1]
3
10
Knockdown
hmm
Intimidation
[2],[1]
2
4
Open
hm
Mind Games
[2],[1],[3]
3
8
Juggle
hml
Millionaire
<+[2],[2]
2
4
Open
lm
High Tech
<+[2],[2],[1]
3
12
Knockdown
lma
Darkness
<+[2],[2],[3]
3
8
Juggle
lmm
Tragic
[1],[1]
2
5
Open
mh
Caped Crusader
[1],[1],[3]
3
11
Juggle
mhm
Stay Down
<+[1],[3]
3
16
Knockdown
mam
Winged Avenger
>+[1],[3]
3
11
Knockdown
mmm
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2],[1]; v>[2]
5
18
hmm
[2],[2],[1]; <>[1]
5
16
hmm
[2],[2],[1]; <>[3]
4
16
hmm
[2],[2],[1]; <>[3],R
5
20
hmm
[2],[2],[1]; v>[2],R; [2],[2],[1]; v>[2]
9
25
hmm
[2],[2],[1]; v>[2],R; >+[3]; <+[1],[3]
8
29
hmm
[2],[2],[1]; >>R; <+[1],[3]
7
30
hmm
[2],[2],[3]; >>; <+[1],[3]
6
21
hma
[4]; [2],[2],[3]; [4]; >>; <+[1],[3]
9
24
hma
[2],[2],[3]; >>; [2],[1],[3]; <+[1],[3]
9
26
hma
[2],[2],[3]; >>; [1],[1],[3]; <>[3]
7
22
hma
[2],[2],[3]; v>[2],R; [2],[1],[3]; <+[1],[3]
10
25
hma
[2],[2],[3]; <+[3]; <+[1],[3]
7
27
hma
[2],[2],[3]; >+[3]; [3]; v>[2],R; [2],[1],[3]; <+[1],[3]
12
34
hma
[2],[1],[3]; <+[1],[3]
6
22
hml
[2],[1],[3]; >; [2],[2],[3]; <>[3]
7
20
hml
[2],[1],[3]; >+^,[1]; <+[1],[3]
7
27
hml
[2],[1],[3]; [3]; v>[2]
6
22
hml
[2],[1],[3]; [3]; v>[2],R; [2],[1],[3]; <+[1],[3]
11
33
hml
[2],[1],[3]; [3]; v>[2],R; [2],[1],[3]; [3]; <>[3],R
11
33
hml
[4]; [2],[1],[3]; [3]; v>[2],R; [2],[1],[3]; [3]; [4]
12
29
hml
<+[2],[2]; v>[2]
4
12
lm
<+[2],[2]; v>[2],R; [2],[1],[3]; <+[1],[3]
9
23
lm
<+[2],[2]; v<[1],R; >+[3]; [3]; v>[2],R; [2],[1],[3]; <+[1],[3]
12
34
lm
<+[2],[2],[3]; <+[1],[3]
6
21
lmm
<+[2],[2],[3]; [1],[1]; v>[2]
7
18
lmm
<+[2],[2],[3]; [1],[1]; v>[2],R; [2],[1],[3]; <+[1],[3]
12
27
lmm
[1],[1],[3]; >+^,[1]; <+[1],[3]
7
27
mhm
[1],[1],[3]; v<[2]
4
18
mhm
[1],[1],[3]; v<[2],R; >>; [3]; v>[2],R; [2],[1],[3]; <+[1],[3]
12
32
mhm
[1],[1],[3]; >+^,[1]; [3]; v>[2],R; [2],[1],[3]; <+[1],[3]
12
34
mhm
[1],[1],[3]; >+^,[1]; [3]; super
15
41
mhm
v<[1],R; >+^,[1]; <+[1],[3]
5
24
hm
v<[1],R; >+[3]; [3]; v>[2],R; [2],[1],[3]; <+[1],[3]
10
33
hm
v>[2],R; [2],[1],[3]; <+[1],[3]
7
21
h
v>[2],R; [1],[1],[3]; v<[2],R; >>; <+[1],[3]
8
24
h
v>[2],R; [1],[1],[3]; v<[2],R; >+^,[1]; <+[1],[3]
9
27
h
v<[2],R; >>; [2],[1],[3]; <+[1],[3]
7
25
h
v<[2],R; >>; [1],[1]; v>[2],R; [2],[1],[3]; <+[1],[3]
10
26
h
Power. At any given moment, Bane can take 1, 2 or 3 doses of venom, therefore increasing damage and adding armour to special attacks. When the power-up fades, Bane will be weakened. His damage falls down, as well as his speed, depending on how many doses he took. The duration of the power-up can be prolonged by taking the venom at the right time by taking them right before the end of the previous one.
Super move. Bane's super move begins with a charged grab. It's a powerful start and it's easy to initiate the super move. It's worth using the venom before it, as it will increase the damage. The venom can be used even right after launching the attack. Even though it's considerably easy to hit the enemy with this move, it's still should be used at the end of a short combo.
Special moves
Name
Combination
No of hits
Damage
Additional
Body Press
v<>[3]
2
16
Throw
Body Press
v<>[3],R
2
21
Throw
Raging Charge
<>[2]
1
15
Charge
Raging Charge
<>[2],R
2
22
Charge
Double Punch
<>[1]
2
7
Knockdown
Double Punch
<>[1],R
3
13
Knockdown
Venom Uppercut
v<[1]
1
10
Knockdown
Venom Uppercut
v<[1],R
2
19
Knockdown
Ring Slam
v<[2]
2
13
Throw on an enemy in air
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Punching Bag
[2],[2]
2
6
Open
hm
Juiced
[2],[2],[1]
3
16
Knockdown
hmm
Feel The Pain
[2],[2],[3]
3
12
Open
hma
Bring It
<+[2],[2]
2
4
Open
ll
Bitter Taste
<+[2],[2],[1]
3
10
Open
llm
Dead One
[2],[1]
2
6
Open
hm
Final Strike
[2],[1],[3]
3
14
Knockdown
hmm
Secret Six
[1],[1]
2
6
Open
mm
Venom Strength
[1],[1],[3]
3
12
Knockdown
mmm
Knightfall
<+[1],[2]
2
10
Knockdown
la
Master Of Disguise
<+[1],[3]
2
10
Juggle
lm
Veritas Liberat
>+[1],v,[1]
2
13
Knockdown
am
Infinite Crisis
>+[1],v,[3]
2
13
Knockdown
am
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; <>[1]
4
12
hm
[2],[2]; <>[1],R
5
18
hm
[2],[2]; v<[1]
3
15
hm
[2],[2]; v<[1],R
4
23
hm
[2],[2],[3]; <>[2]
4
24
hma
[2],[2],[3]; <>[2],R
5
30
hma
[2],[2],[3]; v<>[3];
5
25
hma
[2],[2],[3]; v<>[3],R;
5
29
hma
[2],[2],[3]; v<[2]
5
23
hma
<+[2],[2]; <>[1]
4
10
ll
<+[2],[2]; <>[1],R
5
16
ll
<+[2],[2]; <>[2]
3
17
ll
<+[2],[2]; <>[2],R
4
23
ll
<+[2],[2],[1]; <>[1]
5
16
llm
<+[2],[2],[1]; <>[1],R
6
21
llm
<+[2],[2],[1]; v<[2]
5
21
llm
<+[2],[2],[1]; v<>[3];
5
24
llm
<+[2],[2],[1]; v<>[3],R;
5
28
llm
[2],[1]; v<>[3]
4
22
hm
[2],[1]; v<>[3],R
4
27
hm
[2],[1]; <>[1]
4
14
hm
[2],[1]; <>[1],R
5
20
hm
[2],[1]; v<[1]
3
17
hm
[2],[1]; v<[1],R
4
24
hm
[2],[1]; v<[2]
4
19
hm
[2],[1],[3]; <>[1]
5
19
hmm
[2],[1],[3]; <>[1],R
6
24
hmm
[2],[1],[3]; v<[2]
5
23
hmm
[1],[1]; v<>[3]
4
20
mm
[1],[1]; v<>[3],R
4
25
mm
[1],[1]; v<[1]
3
15
mm
[1],[1]; v<[1],R
4
23
mm
[1],[1]; v<[2]
4
18
m
[1],[1],[3]; v<[2]
5
23
mmm
<+[1],[3]; <>[2]
3
21
lm
<+[1],[3]; <>[2],R
4
26
lm
<+[1],[3]; v<[1]
3
17
lm
<+[1],[3]; v<[1],R
4
24
lm
<+[1],[3]; v<[2]
4
20
lm
<+[1],[3]; [2],[2],[1]
5
22
lm
<+[1],[3]; <+[1],[3]
4
17
lm
<+[1],[3]; <+[1],[3]; v<>[3]
6
26
lm
<+[1],[3]; [2],[1],[3]
5
20
lm
<+[1],[3]; [2],[1],[3]; v<[2]
7
27
lm
<+[1],[3]; [2],[1],[3]; <>[1]
7
24
lm
<+[1],[3]; [2],[1],[3]; <>[1],R
8
28
lm
<+[1],[3]; [2],[1],[3]; v<[1]
6
26
lm
<+[1],[3]; [2],[1],[3]; v<[1],R
7
31
lm
<+[1],[3]; [2],[1],[3]; v<>[3]
7
29
lm
<+[1],[3]; [2],[1],[3]; v<>[3],R
7
32
lm
^+>,v+[3]; <+[1],[3]; [2],[1],[3]; v<>[3]
8
37
a
<+[1],[3]; [2],[1],[3]; super
12
40
lm
[4],[4],[4]; <+[1],[3]; [2],[1],[3]; super
12
60
lm
<+[1],[3]; [1],[1],[3]; v<[2]
7
27
lm
<+[1],[3]; [2],[2]; v<[2]
6
23
lm
<+[1],[3]; [2],[2]; <>[2]
5
24
lm
<+[1],[3]; [2],[2],[3]; v<>[3]
7
29
lm
<+[3]; ^+>,[1]; [2],[2],[1]
5
27
m
<+[3]; ^+>,[1]; [2],[1],[3]; v<[2]
7
32
m
<+[3]; ^+>,[1]; [2],[1]; v<>[3]
6
21
m
>+[3]; [2],[1],[3]; v<>[3]
6
30
a
>+[3]; ^+>,[1]; [2],[1],[3]; v<[2]
7
32
a
>+[3]; ^+>,[1]; [2],[2],[3]; v<>[3]
7
33
a
[4],[4],[4]; >+[3]; ^+>,[1]; [2],[2],[3]; v<>[3]
7
50
a
>+[3]; ^+>,[1]; [2],[2]; super
11
42
a
>+[1],v; <>[2]
2
21
a
>+[1],v; <>[2],R
3
26
a
>+[1],v; v<[1],R
3
24
a
>+[1],v; v<[2]
3
19
a
Power. Raven has the ability of using the demon stance which allows him to perform additional special moves. Some of them take place of the moves from the normal stance.
Super move. Raven's super move begins with a single "medium" attack. It's rather hard to do it without using it at the end of some opening combo.
Special moves
Name
Combination
No of hits
Damage
Additional
Empty Void
v<[2]
-
-
Absorbs arrows
Empty Void
v<[2],R
1
10
Absorbs arrows, shot
Soul Crush
v>[1]
2
9
Knockdown
Soul Crush
v>[1],R
2
8
Juggle
Singularity
v<[1]
2
10
Knockdown
Singularity
v<[1],R
2
15
Juggle
Shadow Raven
v>[2]
1
8
Shot
Special moves - Demon Stance
Name
Combination
No of hits
Damage
Additional
Event Horizon
v<[1]
2
11
Knockdown
Event Horizon
v<[1],R
2
9
Stun
Negative Mass
v>[2]
1
8
Knockdown
Negative Mass
v>[2],R
2
16
Juggle
Close Negative Mass
v>[2],<
1
8
Knockdown
Close Negative Mass
v>[2],<,R
2
16
Juggle
Far Negative Mass
v>[2],>
1
8
Knockdown
Far Negative Mass
v>[2],>,R
2
16
Juggle
(Air) Front Dark Transmission)
v<[3]
-
-
Teleport in front of the enemy
(Air) Behind Dark Transmission)
v>[3]
-
-
Teleport behind the enemy
Front Dark Transmission
v<[3]
-
-
Teleport in front of the enemy
Behind Dark Transmission
v>[3]
-
-
Teleport behind the enemy
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Midnight
[2],[2]
2
4
Open
hm
Black Rose
[2],[2],>+[1]
3
10
Open
hmm
Blood Moon
[2],[2],<+[1]
3
8
Open
hmm
Darkness Falls
[2],[2],[3]
3
12
Knockdown
hmm
Phantom Cloak
>+[2],[3]
2
10
Knockdown
hm
Tears Of Sorrow
<+[2],[1]
2
5
Open
ll
Stonehenge
<+[2],[1],[3]
3
13
Knockdown
llm
Silent Vesper
[1],[1]
2
5
Juggle
mm
Blackest Night
[1],[1],[3]
3
9
Juggle
mmm
Twilight's End
<+[1],[3]
2
12
Knockdown
mm
Titan Trash
>+[1],[1],[1]
3
14
Knockdown
mmm
Forever Dust
>+[1],[1],[3],[3]
4
13
Knockdown
mmma
Second Life
>+[1],[1],^+[2]
3
12
Juggle
mmm
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; v>[1]
4
12
hm
[2],[2]; v<[1]
4
13
hm
[2],[2]; v<[1],R
4
18
hm
[2],[2]; v<[1],R; [2],[2]; v>[1]
8
25
hm
[2],[2]; v<[1],R; >+[1],[1],[1]; v>[1]
9
31
hm
[2],[2]; v<[1],R; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
14
37
hm
[2],[2]; v<[1],R; <+[3]; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
16
42
hm
[2],[2],>+[1]; v>[1]
5
16
hmm
[2],[2],>+[1]; v>[1],R
5
16
hmm
[2],[2],>+[1]; v>[1],R; ^+>,[1]; >+[1],[1],[1]; v>[1]
11
29
hmm
[2],[2],>+[1]; v>[1],R; ^+>,[1]; >+[1]; v<[1],R; >+[1],[1],[1]; v>[1]
15
36
hmm
[2],[2],>+[1]; v>[1],R; <+[3]; ^+>,[1]; >+[1]; v<[1],R; >+[1],[1],[1]; v>[1]
16
37
hmm
[2],[2],>+[1]; v<[1]
5
17
hmm
[2],[2],>+[1]; v<[1],R
5
21
hmm
[2],[2],>+[1]; v<[1],R; ^+>,[1]; [3]; v<[1]
10
33
hmm
[2],[2],>+[1]; v<[1],R; ^+>,[1]; [3]; v>[1],R; >+[1],[1],[1]; v>[1]
15
38
hmm
[2],[2],>+[1]; v<[1],R; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
16
39
hmm
[2],[2],>+[1]; v<[1],R; <+[3]; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
17
40
hmm
[2],[2],<+[1]; v>[1]
5
15
hmm
[2],[2],<+[1]; v<[1]
5
15
hmm
[2],[2],<+[1]; v<[1],R; <+[3]; ^+>,[1]; >+[1],[1],[1]; v<[1]
12
35
hmm
[2],[2],<+[1]; v<[1],R; <+[3]; ^+>,[1]; [3]; v>[1],R; >+[1],[1],[1]; v>[1]
16
38
hmm
[2],[2],<+[1]; v<[1],R; <+[3]; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
17
38
hmm
[2],[2],<+[1]; v>[1],R; ^+>,[1]; >+[1],[1],[1]; v<[1]
11
28
hmm
[2],[2],<+[1]; v>[1],R; ^+>,[1]; >+[1],[1],[1]; v<[1],R; ^+>,[1]; >+[1]; v>[1]
16
35
hmm
<+[2],[1]; v>[1]
4
13
ll
<+[2],[1]; v<[1]
4
14
ll
<+[2],[1]; v>[1],R; [1],[1],[3]; v>[1]
9
22
ll
<+[2],[1]; v<[1],R; <+[3]; ^+>,[1]; >+[1],[1],[1]; v>[1]
11
38
ll
<+[2],[1]; v<[1],R; <+[3]; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
16
42
ll
[1],[1]; v<[1]
4
13
mm
[1],[1]; [1],[1]; v<[1]
6
15
mm
[1],[1]; [1]; v<[1],R
5
19
mm
[1],[1]; [2],[2]; v<[1]
6
15
mm
[1],[1]; >+[1],[1],[1]
5
16
mm
[1],[1]; v<[1],R; <+[3]; ^+>,[1]; >+[1],[1],[1]; v>[1]
11
35
mm
[1],[1]; v<[1],R; <+[3]; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
16
38
mm
[1],[1],[3]; >+[2],[3]
5
15
mmm
[1],[1],[3]; <+[1],[3]
5
16
mmm
[1],[1],[3]; >+[1],[1],[1]
6
18
mmm
[1],[1],[3]; >+[1],[1],[1]; v>[1]
8
22
mmm
[1],[1],[3]; >+[1],[1],^+[2]
6
17
mmm
[1],[1],[3]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
13
28
mmm
[1],[1],[3]; >+[1],[1],[1]; v<[1],R; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
18
34
mmm
[1],[1],[3]; >+[1],[1],[1]; v<[1],R; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
19
35
mmm
>+[1],[1],[1]; v>[1]
5
20
mmm
>+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
10
30
mmm
>+[1],[1],[1]; v<[1],R; >+[1],[1],[1]; v>[1]
10
36
mmm
>+[1],[1],[1]; v<[1],R; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
15
41
mmm
>+[1],[1],[1]; v<[1],R; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
16
43
mmm
>+[1],[1],[1]; v<[1],R; <[3]; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
17
44
mmm
>+[1],[1],^+[2]; >+[1],[1],[1]
6
23
mmm
>+[1],[1],^+[2]; >+[1],[1],[1]; v<[1]
8
28
mmm
>+[1],[1],^+[2]; >+[1],[1],[1]; v<[1],R; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
19
44
mmm
[3]; v<[1],R; <[3]; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
16
45
mm
>+[1]; v<[1],R; <[3]; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
16
45
mm
>+[3]; >+[1],[1],[1]; v<[1]
6
26
a
>+[3]; >+[1],[1],[1]; v<[1],R; >+[1],[1],[1]; v<[1]
11
37
a
>+[3]; ^+>[1]; >+[1]; v<[1],R; ^+>[1]; >+[1]; v<[1]
11
39
a
>+[3]; ^+>[1]; >+[1],[1],[1]; v<[1],R; ^+>[1]; >+[1],[1],[1]
11
39
a
>+[3]; ^+>[1]; >+[1],[1],[1]; v<[1],R; ^+>[1]; >+[1],[1],[1]; v>[1]
13
41
a
>+[3]; ^+>[1]; [3]; v<[1],R; ^+>[1]; >+[1],[1],[1]; v>[1]
12
42
a
>+[3]; ^+>[1]; [3]; v<[1],R; ^+>[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
17
46
a
<+[3]; >+[1],[1],[1]; v>[1]
6
26
m
<+[3]; >+[1],[1],[1]; v<[1],R; >+[1],[1],[1]; v>[1]
11
36
m
<+[3]; ^+>[1]; [3]; v<[1],R; ^+>[1]; >+[1],[1],[1]; v>[1]
12
42
m
<+[3]; ^+>[1]; [3]; v<[1],R; ^+>[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
17
46
m
<+[3]; ^+>[1]; [3]; super
10
42
m
v<[1],R; [2],[2]; v<[1] (close)
6
25
m
v<[1],R; [1],[1],[3]; v<[1] (close)
7
26
m
v<[1],R; [1],[1],[3]; v>[1],R; >+[1],[1],[1]; v>[1] (close)
12
32
m
v<[1],R; ^,[1]; >+[1],[1],[1]; v<[1] (close)
8
34
m
v<[1],R; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
12
37
m
v<[1],R; ^+>,[1]; >+[1],[1],[1]; v<[1] (jump or closer)
8
34
m
v<[1],R; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1] (jump or closer)
13
39
m
v<[1],R; <+[3]; ^+>,[1]; [3]; v<[1] (jump or closer)
8
35
m
v<[1],R; <+[3]; ^+>,[1]; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1] (jump or closer)
14
41
m
v>[1],R; <+[3]; ^+>,[1]; [3]; v<[1],R; >+[1],[1],[1]; v>[1] (jump)
13
38
m
v>[1],R; >+[1],[1],[1]; v<[1] (jump)
7
23
m
v>[1],R; ^+>,[1]; >+[1],[1],[1]; v<[1] (jump)
8
27
m
v>[1],R; >+[1],[1],[1]; v<[1],R; >+[1],[1],[1]; v>[1] (jump)
12
34
m
v>[1],R; ^+>,[1]; >+[1],[1],[1]; v<[1],R; >+[1],[1],[1]; v>[1] (jump)
13
36
m
v>[1],R; ^+>,[1]; [3]; v<[1],R; <+[3]; ^+>,[1]; >+[1],[1],[1]; v>[1] (jump)
14
41
m
v>[1],R; ^+>,[1]; >+[1]; v<[1],R; ^+>,[1]; >+[1],[1],[1]; v>[1] (jump)
13
38
m
Combo attacks - Demon Stance
Combination
No of hits
Dmg.
Beginning hits
>+[1],[1],^+[2]; >+[1],[1],[1]; v>[2],R
8
31
mmm
v<[1],R;>+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
12
31
mm
v<[1],R; >; <+[3]; ^+>,[1]; >+[1],[1],[1]; v>[1]
9
31
mm
v<[1],R; >; <+[3]; ^+>,[1]; >+[1],[1],[1]; v>[1], R; >+[1],[1],[1]; v>[2]
14
36
mm
>+[1],[1],[1]; v<[1],R; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[2]
14
36
mmm
>+[1],[1],[1]; v<[1],R; >+[1],[1],[1]; v>[1],R; >+[1],[1],[1]; v>[1]
15
36
mmm
Power. Doomsday has a short lasting shield which lowers the damage he takes and makes it impossible to knock him down. It's a very useful skill which lets you charge into your enemies without having to worry about getting caught in a long combo.
Super move. Doomsday's super move begins with a short range attack. It's not an easy one to lead out, so you should mix in into a combo or use the shield.
Special moves
Name
Combination
No of hits
Damage
Additional
Air Snatch
v>[2]
2
11
Knockdown, grab
Air Snatch
v>[2],R
3
19
Knockdown, grab
Venom
v>[3]
1
8
Knockdown
Venom
v>[3],R
2
18
Knockdown
Upward Venom
v<[3]
1
7
Knockdown
Upward Venom
v<[3],R
2
15
Knockdown
Earth Shake
v>[1]
2
12
Knockdown, above head
Earth Shake
v>[1],R
1
10
Juggle, low
Supernova
v<[1]
1-2
7-11
Knockdown, Unb.
Supernova
v<[1],R
1-2
9-13
Knockdown, Unb.
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Complete Destruction
[2],[2]
2
5
Open
hm
Hunter
[2],[2],[1]
3
11
Knockdown
hma
Worlds Collide
[2],[1]
2
5
Open
hm
Reign Supreme
[2],[1],[3]
3
13
Knockdown
hma
Prehistoric Kryptonian
<+[2],[3]
2
12
Knockdown
am
Crisis
[1],[1]
2
6
Open
mm
The Ultimate
[1],[1],[2]+[3]
4
15
Knockdown
mmUnb.
Agony
[1],[3]
2
6
Open
mm
Infinite Power
[1],[3],v+[2]
3
12
Knockdown
mma
Alpha
>+[1],[3]
2
10
Knockdown
am
Ravage
<+[1],[3]
2
8
Knockdown
ma
Countless Deaths
<+[1],[3],[2]
3
14
Knockdown
mam
The Destroyer
[3],[3]
2
15
Knockdown
mm
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; v>[1]
4
16
hm
[2],[2]; v>[3]
3
12
hm
[2],[2]; v<[3]
3
11
hm
[2],[2]; v<[1]
4
15
hm
[2],[2]; v>[1],R
3
14
hm
[2],[2]; v>[1],R; [2],[2]; v>[1]
7
25
hm
[2],[2]; v>[1],R; [3]; v>[2]
6
26
hm
[2],[2]; v>[1],R; [1],[3],v+[2]; v>[3]
7
27
hm
[2],[2]; v>[1],R; [1],[3],v+[2]; v>[3],R
8
33
hm
[2],[1]; v>[1]
4
16
hm
[2],[1]; v<[1]
4
15
hm
[2],[1]; v>[1],R
3
14
hm
[2],[1]; v>[1],R; [2],[1],[3]
6
23
hm
[2],[1]; v>[1],R; [3]; v>[2]
6
26
hm
[2],[1]; v>[1],R; [1],[3],v+[2]; v>[3]
7
27
hm
[2],[1],[3]; v>[3]
4
19
hma
[2],[1],[3]; v>[3],R
5
27
hma
[1],[1]; v>[1]
4
17
mm
[1],[1]; v>[1],R
3
15
mm
[1],[1]; v>[1],R; [3],[3]
5
25
mm
[1],[1]; v>[1],R; [1],[1]; v>[2]
7
26
mm
[1],[1]; v>[1],R; [1],[1]; v>[1]
7
27
mm
[1],[1]; v>[1],R; [1],[3],v+[2]; v>[3]
7
28
mm
[1],[3]; v<[1]
4
16
mm
[1],[3]; v>[1]
4
17
mm
[1],[3]; v>[1],R
3
15
mm
[1],[3]; v>[1],R; [1],[3]; v>[1]
7
27
mm
[1],[3]; v>[1],R; [1],[3],v+[2]; v>[3]
7
28
mm
[1],[3],v+[2]; v>[3]
4
19
mm
[1],[3],v+[2]; v>[3],R
5
26
mm
>+[1],[3]; v>[3]
3
17
am
>+[1],[3]; v<[3]
3
16
am
>+[1],[3]; v>[3],R
4
26
am
<+[1],[3]; v>[3]
3
15
am
<+[1],[3]; v<[3]
3
14
am
<+[1],[3]; v>[1]
4
18
am
<+[1],[3],[2]; v>[3]
4
19
mam
<+[1],[3],[2]; v<[3]
4
19
mam
[3]; v>[1],R; [3],[3]
4
25
m
[3]; v>[1],R; [3]; v>[2]
5
27
m
v>[1],R; v+[1]; [1],[1];
4
17
l
v>[1],R; [3],[3]
3
22
l
v>[1],R; [3]; v>[2];
4
23
l
v>[1],R; [1],[1],[2]+[3]
5
22
l
v>[1],R; [1],[3],v+[2]; v>[3]
5
25
l
v>[1],R; >+[1],[3]; v>[3]
4
24
l
v>[1],R; <+[1],[3],[2]; v>[3]
5
25
l
v>[1],R; v+[1]; [1],[3]; v>[3]
5
21
l
v>[1],R; [1],[1], v<[1]
5
23
l
>+[3]; <+[1],[3],[2]; v>[3]
5
25
a
>+[3]; ^+>,[1]; [3],[3]
4
26
a
>+[3]; ^+>,[1]; [3]; v>[1],R; [2],[2]; v>[2]
8
33
a
>+[3]; [3]; v>[1],R; [2],[2]; v>[2]
7
30
a
>+[3]; [3]; v>[1],R; [1],[3]; v>[2]
7
31
a
<+[3]; ^+>,[3]; [3],[3]
4
29
m
<+[3]; ^+>,v+[3]; [3],[3]
4
28
m
<+[3]; ^+>,[1]; [1],[3]
4
20
m
<+[3]; ^+>,[1]; [1],[3]; v>[2]
6
27
m
<+[3]; ^+>,[1]; [3]; v>[1],R; [3]; v>[3]
6
36
m
<+[3]; ^+>,[1]; [3]; v>[1],R; [2],[2]; v>[2]
8
33
m
<+[3]; ^+>,[1]; [3]; v>[1],R; [2],[2]; v>[2],R
9
37
m
^+>, v+[3]; [3],[3];
3
23
a
>+[3]; ^+>,[1]; [3]; super
40
40
a
^+>, v+[3]; [3]; super
39
43
a
Power. The Flash has the ability to increase his speed, therefore slowing down things around him. During this time, some of Flash's moves are juggles and they can be connected into unbreakable combos. You will find such attacks at the end of the combo attacks table.
Super move. Flash's super move begins with a short charge. Despite what it might seems, it's not easy to grab an enemy like this. The super move should be used at the end of a short opening combo like <+[1],[1] or v+[2],v+[1].
Special moves
Name
Combination
No of hits
Damage
Additional
Speed Dodge
v<[2]
-
-
Dodge projectiles
Speed Dodge
v<[2],R
1
10
Knockdown
Lightning Charge
<>[1]
1
9
Charge, knockdown
Lightning Charge
<>[1],R
2
14
Charge, knockdown
Lightning Kick
v>[2]
1
10
Charge
Lightning Kick
v>[2],R
4
15
Juggle
Sonic Pound
v>[3]
1
10
Knockdown
Sonic Pound
v>[3],R
1
7
Juggle
Close Sonic Pound
v>[3],<
1
10
Knockdown
Close Sonic Pound
v>[3],<,R
1
7
Juggle
Far Sonic Pound
v>[3],>
1
10
Knockdown
Far Sonic Pound
v>[3],>,R
1
7
Juggle
Flying Uppercut
v<[3]
1
7
Knockdown
Flying Uppercut
vvT
-
-
Special stance
Lightning Charge
vvT, >+[2]
1
9
Knockdown
Sonic Pound
vvT, >+[1]
2
12
Knockdown
Charging Slide
vvT, >+[3]
1
7
Slide
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Speed Force
[2],[2]
2
6
Open
hm
Greased Lightning
[2],[2],[1]
3
12
Open
hmm
Hot Pursuit
[2],[2],[3]
3
12
Knockdown
hml
In A Jiff
[2],[1]
3
10
Open
hmm
Light Speed
[2],[1],[3]
4
14
Open
hmmm
Terminal Velocity
[1],[2]
3
11
Open
mmm
Quick Step
v+[2],v+[1]
2
7
Open
ll
Natural Disasters
v+[2],v+[1],v+[3]
3
11
Knockdown
lll
On The Double
<+[1],[1]
2
10
Open
mm
Roller Coaster
<+[1],[1],>+[3]
4
18
Knockdown
mmmm
Bolt Of Lightning
[3],[1]
3
12
Open
mmm
Forced Acceleration
>+[1],[2]
4
12
Open
ammm
Fastest Man Alive
>+[1],[2],[3]
5
18
Knockdown
ammmm
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; <>[1]
3
14
hm
[2],[2]; v>[3],<
3
15
hm
[2],[2]; v>[2]
3
15
hm
[2],[2]; v>[2],R; [2],[2]; v>[3]
9
28
hm
[2],[2]; v>[2],R; [3],[1]; v>[2]
10
31
hm
[2],[2]; v>[2],R; [3]; v>[2],R; [3],[1]; v>[2]
15
39
hm
[2],[2],[1]; vvT,>+[1];
5
22
hmm
[2],[2],[1]; <>[1]
4
20
hmm
[2],[2],[1]; v>[3]
4
21
hmm
[2],[2],[1]; v>[2]
4
21
hmm
[2],[2],[1]; v>[2],R; [3],[1]; v>[2]
11
36
hmm
[2],[2],[1]; v>[2],R; [2],[2],[1]; v>[3]
11
37
hmm
[2],[2],[1]; v>[2],R; [3]; v>[2],R; [3],[1]; v>[2]
16
44
hmm
[2],[1]; <>[1]
4
17
hmm
[2],[1]; v>[3]
4
18
hmm
[2],[1]; v>[2]
4
18
hmm
[2],[1]; v>[2],R; [2],[1]; v>[3]
11
32
hmm
[2],[1]; v>[2],R; [3],[1]; v>[2]
11
33
hmm
[2],[1]; v>[2],R; [3]; v>[2],R; [3],[1]; v>[2]
16
41
hmm
[2],[1],[3]; v>[2]
5
21
hmmm
[2],[1],[3]; v>[3],R; <>[1]
5
23
hmmm
[2],[1],[3]; v>[2],R; [3],[1]; v>[2]
12
34
hmmm
[2],[1],[3]; v>[2],R; [3]; v>[2],R; [3],[1]; v>[2]
17
41
hmmm
[1],[2]; vvT,>+[1];
5
21
mmm
[1],[2]; <>[1]
4
19
mmm
[1],[2]; v>[3]
4
20
mmm
[1],[2]; v>[2]
4
20
mmm
[1],[2]; v>[3],R; <>[1]
5
24
mmm
[1],[2]; v>[2],R; <+[1],[1]; v>[2]
10
33
mmm
[1],[2]; v>[2],R; [3],[1]; v>[2]
11
35
mmm
[1],[2]; v>[2],R; [3]; v>[2],R; [3],[1]; v>[2]
16
43
mmm
v+[2],v+[1]; vvT,>+[1]
4
17
ll
v+[2],v+[1]; <>[1]
3
15
ll
v+[2],v+[1]; v>[3]
3
16
ll
v+[2],v+[1]; v>[2]
3
16
ll
v+[2],v+[1]; v>[2],R; <+[1],[1]; v>[3]
9
31
ll
v+[2],v+[1]; v>[2],R; [3],[1]; v>[2]
10
32
ll
v+[2],v+[1]; v>[2],R; [3]; v>[2],R; [3],[1]; v>[2]
15
40
ll
v+[2],v+[1]; super
6
41
ll
<+[1],[1]; vvT,>+[1]
4
20
mm
<+[1],[1]; <>[1]
3
18
mm
<+[1],[1]; v>[3]
3
19
mm
<+[1],[1]; v>[2]
3
19
mm
<+[1],[1]; v>[2],R; <+[1],[1]; v>[2]
9
34
mm
<+[1],[1]; v>[2],R; [3],[1]; v>[2]
10
35
mm
<+[1],[1]; v>[2],R; [3]; v>[2],R; [3],[1]; v>[2]
15
43
mm
<+[1],[1]; super
6
44
mm
<+[1],[1],>+[3]
4
18
mmmm
<+[1],[1],>+[3]; v>[3],>
5
24
mmmm
[3],[1]; <>[1]
4
18
mmm
[3],[1]; v>[2]
4
18
mmm
[3],[1]; v>[2],R; [2]; <>[1]
9
27
mmm
>+[1],[2]; vvT,>+[1]
6
22
ammm
>+[1],[2]; <>[1]
5
20
ammm
>+[1],[2]; v>[3]
5
20
ammm
>+[1],[2]; v>[2]
5
20
ammm
>+[1],[2]; v>[2],R; <+[1],[1],>+[3]
11
33
ammm
>+[1],[2]; v>[2],R; [3],[1]; v>[2]
12
35
ammm
>+[1],[2]; v>[2],R; [3]; v>[2],R; [3],[1]; v>[2]
16
42
ammm
^+>,[3]; <+[1],[1]
3
20
a
^+>,[1]; <+[1],[1]
5
15
a
^+>,[1]; <+[1],[1]
3
14
a
v>[3],R; v>[3],>
2
16
a
v>[3],R; >>; [3],[1]; v>[2]
5
25
a
v>[2],R; v>[2],R; v>[2],R
12
32
mmmm
v>[2],R; [3]; v>[2],R; [3]; v>[2],R
14
36
mmmm
v>[2],R; [3]; v>[2],R; [3],[1]; v>[2]
13
37
mmmm
v>[2],R; <+[1],[1]; v>[2]
7
27
mmmm
v>[2],R; <+[1],[1]; vvT,>+[1]
8
28
mmmm
v>[2],R; [3],[1]; v>[2]
8
28
mmmm
v>[2],R; [3],[1]; v>[2],R
11
30
mmmm
v>[2],R; [2],[2],[1]; v>[3]
8
28
mmmm
<+[3]; ^+>,[3]; <+[1],[1]
5
27
mm
<+[3]; ^+>,[3]; [3],[1]; v>[2]
7
33
mm
<+[3]; ^+>,[3]; <+[1],[1] v>[2],R;
9
35
mm
<+[3]; ^+>,[3]; [3]; v>[2],R; [2]; v>[3]
10
38
mm
>+[3]; <+[1],[1]; v>[3]
4
25
a
>+[3]; ^+>,[3]; [3],[1]; v>[2],R
9
35
a
>+[3]; [3]; v>[2],R; [3],[1]; v>[2]
10
36
a
>+[3]; ^+>,[3]; [3],[1]; super
9
47
a
[4]; v>[3],R; <+[3]
3
15
a
[4]; v>[2],R; >+[3]
5
18
m
[4]; v>[3],R; >+[3]
2
14
a
[4]; <>[1]; <>[1]; <>[1]; <>[1]
4
21
m
[4]; <>[1],R; [3],[1]; v>[2]
6
21
m
[4]; v<[3]: >+[3]; [3],[1]; v>[2]
6
22
m
[4]; [3],[1]; [3],[1]; [3],[1]; [3],[1]; v>[2]
13
27
mmm
Power. Sinestro can charge his ring and summon a yellow sphere with three projectiles which can be used at nearly any time. The projectiles can be used at almost every time, also to connect combos. Example of such combos can be found in the last table.
Super move. Sinestro's super move begins with a short range projectile which hits on medium. It's not an easy attack to lead out. It also should be connected with longer combos, as the damage falls down quickly as the number of hits increases.
Special moves
Name
Combination
No of hits
Damage
Additional
Fear Blast
v>[2]
1
6
Shot
Fear Blast
v>[2],R
3
12
Shots
Impact Event
v<[1]
1
8
Knockdown
Impact Event
v<[1],R
2
16
Juggle
Arachnid Sting
v>[1]
1
5
Knockdown
Arachnid Sting
v>[1],R
2
15
Knockdown
Axe of Terror (from air)
v<[2]
1
7
Knockdown
Final Shackles
v<[2]
-
-
Stun
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Distortion
[2],[2]
2
4
Open
hm
Positive Matter
[2],[2],[2]
3
10
Open
hmm
Sinful Pride
[2],[2],[1]
3
8
Knockdown
hmm
Ego Trip
[2],[2],^+[3]
3
12
Knockdown
hmm
Tainted Reputation
[2],<+[1]
2
5
Open
hm
Yellow Element
[2],<+[1],[3]
3
12
Knockdown
hma
Lost Will
<+[2],[1]
2
10
Knockdown
mh
Zero Compassion
<+[2],[3]
2
8
Juggle
mm
Dashed Hope
[1],[1]
2
5
Open
mm
Devastating
[1],[1],v+[1]
3
13
Knockdown
mma
Fearless
[1],[1],[3]
3
11
Knockdown
mmm
Blind Ambition
<+[1],[2]
2
10
Knockdown
al
In Blackest Day
<+[1],[2],[3]
3
16
Knockdown
alm
Fallen Hero
<+[1],<+[3]
2
10
Juggle
am
War Of Light
>+[1],v+[2]
2
6
Knockdown
ml
Power Burn
>+[1],v+[2],[3]
3
14
Knockdown
mlm
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; v>[2]
3
9
hm
[2],[2]; v>[2],R
5
15
hm
[2],[2]; v>[1]
3
8
hm
[2],[2]; v>[1],R
4
17
hm
[2],[2]; v<[2]; <+[1],[2]; v>[2]
6
14
hm
[2],[2]; v<[2]; [3]; v>[2]
5
14
hm
[2],[2]; v<[2]; <+[1],[2],[3]
6
15
hm
[2],[2]; v<[2]; <+[2],[3]; <+[2],[1]; v>[2]
8
16
hm
[2],[2]; v<[2]; <+[3]; ^+>[3]; [3]; v>[2]
7
24
hm
[2],[2]; v<[2]; >+[3]; ^+>[1]; [3]; v>[2]
7
22
hm
[2],[2]; v<[2]; <+[3]; ^+>[3]; <+[1],[2],[3]
8
24
hm
[2],[2]; v<[2]; <+[3]; ^+>[3]; [2],[2],[2]; v>[2]
9
24
hm
[2],[2]; v<[2]; <+[3]; ^+>[3]; [2],[2],[1]; v<[1],R
10
27
hm
[2],[2]; v<[2]; <+[3]; ^+>[3]; [1],[1]; v>[1],R
9
25
hm
[2],[2],[2]; v>[2]
4
15
hmm
[2],[2],[2]; v>[1],R
5
23
hmm
[2],[2],[2]; v<[2]; <+[1],[2],[3]
7
20
hmm
[2],[2],[2]; v<[2]; >+[3]; ^+>[1]; [3]; v>[2]
8
27
hmm
[2],[2],[2]; v<[2]; <+[3]; ^+>[3]; [3]; v>[2]
8
29
hmm
[2],[2],[2]; v<[2]; <+[3]; ^+>[3]; [2],[2],[1]; v<[1],R
11
32
hmm
[2],[2],[1]; v>[2]
4
14
hmm
[2],[2],[1]; v>[1],R
5
21
hmm
[2],<+[1]; v>[2]
3
10
hm
[2],<+[1]; v>[1],R
4
17
hm
[2],<+[1]; v<[2]; >; <+[1],[2],[3]
6
15
hm
[2],<+[1]; v<[2]; <+[3]; ^+>[3]; [3]; v>[2]
7
23
hm
[2],<+[1]; v<[2]; >+[3]; ^+>[1]; [3]; v>[2]
7
21
hm
[2],<+[1]; v<[2]; <+[3]; ^+>[3]; [2],[2],[1]; v<[1],R
10
25
hm
<+[2],[1]; v>[2]
3
14
mh
<+[2],[1]; v>[1],R
4
21
mh
<+[2],[1]; v<[2]; >>; <+[1],[2],[3]
6
19
mh
<+[2],[1]; v<[2]; ^+>[1]; <+[2],[1]; v>[1]
7
21
mh
<+[2],[1]; v<[2]; [2],[2],[2]; v>[1],R
8
23
mh
<+[2],[3]; v>[2]
3
12
mm
<+[2],[3]; v>[1],R
4
19
mm
<+[2],[3]; <+[2],[3]; v>[1],R
6
22
mm
<+[2],[3]; <+[2],[1]; v>[2]
5
19
mm
<+[2],[3]; <+[2]; v<[2]; >; <+[1],[2],[3]
7
19
mm
<+[2],[3]; <+[2]; v<[2]; <+[3]; ^+>[3]; [3]; v>[2]
8
26
mm
<+[2],[3]; <+[2]; v<[2]; <+[3]; ^+>[3]; [1],[1]; v>[1],R
10
27
mm
[1],[1]; v>[2]
3
10
mm
[1],[1]; v>[1],R
4
18
mm
[1],[1]; v<[2]; >; <+[1],[2],[3]
6
16
mm
[1],[1]; v<[2]; <+[3]; ^+>[3]; [3]; v>[2]
7
25
mm
[1],[1]; v<[2]; <+[3]; ^+>[3]; [2],[2],[1]; v<[1],R
10
28
mm
<+[1],<+[3]; v>[2]
3
14
am
<+[1],<+[3]; v>[1],R
4
21
am
<+[1],<+[3]; <+[2],[3]
4
16
am
<+[1],<+[3]; <+[2],[1]
4
17
am
<+[1],<+[3]; <+[2],[1]; v>[2]
5
20
am
<+[1],<+[3]; super
6
36
am
>+[1],v+[2]; v<[2]; >>; <+[1],[2],[3]
6
17
ml
>+[1],v+[2]; v<[2]; ^+>[1]; [3]; v>[2]
6
20
ml
>+[1],v+[2]; v<[2]; ^+>[3]; <+[1],[2],[3]
7
23
ml
>+[1],v+[2]; v<[2]; ^+>[3]; [2],[2],[2]; v>[2]
8
23
ml
>+[1],v+[2]; v<[2]; ^+>[3]; [2],[2],[1]; v<[1],R
9
27
ml
>+[1],v+[2]; super
6
37
ml
<+[3]; [3]; v>[2]
3
22
m
<+[3]; [3]; v<[2]; v<[1],R
5
26
m
<+[3]; [3]; v<[2]; >>; <+[1],[2]; v>[2]
6
25
m
<+[3]; ^+>,[3]; [3]; v>[2]
4
29
m
<+[3]; ^+>,[3]; [3]; v<[2]; >>; <+[1],[2]; v>[2]
7
32
m
<+[3]; ^+>,[3]; [2],[2],[1]; v<[1]
6
30
m
<+[3]; ^+>,[3]; [2],[2],[1]; v<[1],R
7
34
m
<+[3]; ^+>,[3]; [2],[2],[2]; v>[2]
6
30
m
<+[3]; ^+>,[3]; <+[1],[2],[3]
5
30
m
<+[3]; ^+>,[3]; super
6
43
m
<+[3]; ^+>,[3]; <+[1],[3] super
8
44
m
<+[3]; ^+>,[3]; <+[1],[3]; v<[2]; >; <+[2],[1]; v>[2]
8
31
m
<+[3]; ^+>,[3]; <+[1],[3]; v<[2]; >>; <+[1],[2],[3]
8
32
m
<+[3]; ^+>,[3]; <+[1],[3]; v<[2]; >>; [2],[2],[2]; v>[1],R
10
34
m
<+[3]; ^+>,[3]; <+[2],[1]; v<[2]; >>; <+[1],[2],[3]
8
30
m
<+[3]; ^+>,[3]; <+[2],[1]; v<[2]; >>; <+[2],[1]; v>[2]
8
31
m
<+[3]; ^+>,[3]; <+[2],[1]; v<[2]; >>; [2],[2],[2]; v>[1]
9
31
m
<+[3]; ^+>,[3]; [1],[1]; >>; <+[1],[2],[3]
8
28
m
>+[3]; ^+>,[3]; [1],[1]; >>; <+[1],[2],[3]
8
28
a
>+[3]; ^+>,[1]; <+[2],[1]; v<[2]; >>; <+[2],[1]; v>[2]
8
28
a
>+[3]; ^+>,[1]; <+[2],[1]; v<[2]; >>; [2],[2],[2]; v>[1],R
10
31
a
v<[2]; <+[3]; ^+>,[3]; [3]; v>[2] (in range of <+[3])
5
22
m
v<[2]; <+[3]; ^+>,[3]; [2],[2],[1]; v<[1],R (in range of <+[3])
8
25
m
v<[2]; ^+>,[1]; [3]; v>[2] (jump)
4
15
m
v<[2]; ^+>,[3]; [2],[2],[2]; v>[2] (jump)
6
19
m
v<[2]; ^+>,[3]; [2],[2],[1]; v<[1],R (jump)
7
23
m
Combos utilizing Sinestro's power
[2],[2]; [4]; v<[1] (In order: [2],[2]; v<[1],R; [4])
4
15
hm
[2],[2]; [4]; v<[1],R (In order: [2],[2]; v<[1],R; [4])
5
22
hm
[2],[2],[2]; [4]; [2],[2],[2]
7
23
hmm
[2],[2],[2]; [4]; [2],[2],[2]; v>[2]
8
27
hmm
[2],[2],[2]; [4]; v<[1],R; (In order: [2],[2],[2]; v<[1],R; [4])
6
27
hmm
[1],[1]; [4]; [1],[1]; v>[2]
6
18
mm
[1],[1]; [4]; [1],[1]; v<[2]; <+[3]; ^+>,[3]; [3]
9
28
mm
<+[1],[2]; [4]; <+[2],[1]; v>[2]
6
26
al
Power. "Water of Life" speeds up "shaking off" from attacks, making it possible to stop enemy combos with by blocking. It can be activated at any moment.
Super move. Aquaman's super move begins with a short attack hitting "above head". Even though this goes through the block of a crouching enemy, you still should put it into a combo.
When using the Trident Rush attack (v>[2]) try to charge (>>) on the enemy to maximize damage, especially when used with a power-up (v>[2],R).
Special moves
Name
Combination
No of hits
Damage
Additional
Trident Rush
v>[2]
4
11
Possible to charge
Trident Rush
v>[2],R
12
27
Possible to charge
From the Deep
v<[1]
1
8
Juggle
From the Deep
v<[1],R
2
13
Juggle
Water Shield
vv+[3]
-
-
Absorb projectiles, reduce damage
Water Shield
vv+[3],R
1
8
Knockdown
Trident Scoop
v<[2]
2
6
Juggle
Trident Toss
<>[1]
1
11
Shot
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Seven Seas
[2],[2]
2
5
Open
hm
Aquatic Ace
[2],[2],[1],[3]
4
15
Open
hmmm
Marine Marvel
>+[2],[3]
2
7
Knockdown
ma
tidal Wave
>+[2],[3],[1]
3
14
Knockdown
mam
From The Depths
<+[2],[1]
2
5
Open
lm
Huzzah
<+[2],[1],[3]
3
9
Knockdown
lmm
Tsunami Slam
[1],[1]
2
8
Open
mm
Atlantean Strength
[1],[1],[3]
3
14
Knockdown
mma
Orin Origin
<+[1],^+[3]
2
14
Juggle
am
Deep Sea
>+[1],[2]+[3]
5
15
Knockdown
ll
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; v>[2]
6
15
hm
[2],[2]; v>[2],R
14
29
hm
[2],[2]; v<[1]
3
12
hm
[2],[2]; v<[1],R
4
17
hm
[2],[2]; v<[2]
4
10
hm
[2],[2]; <>[1]
3
15
hm
[2],[2]; v<[2]; >+[1],[2]+[3]
9
22
hm
[2],[2]; v<[2]; [1],[1]; <>[1]
7
24
hm
[2],[2]; v<[2]; [1],[1]; v<[1],R; [1],[1],[3]
11
33
hm
[2],[2]; v<[2]; [1],[1]; v<[1],R; [3]; v<[1]
10
34
hm
[2],[2]; v<[2]; [1],[1]; v<[1],R; [3]; <>[1]
10
35
hm
[2],[2]; v<[2]; [1],[1]; v<[1],R; [1],[1]; <>[1]
11
35
hm
[2],[2]; v<[1],R; [1],[1]; <>[1]
7
30
hm
[2],[2]; v<[1],R; [1],[1]; v<[2]; [1],[1]; <>[1]
10
36
hm
[2],[2],[1],[3]; v>[2]
7
19
hmmm
[2],[2],[1],[3]; v>[2],R
15
32
hmmm
[2],[2],[1],[3]; v<[1],R
5
21
hmmm
[2],[2],[1],[3]; <>[1]
4
19
hmmm
[2],[2],[1],[3]; v<[2]; >+[1],[2]+[3]
10
25
hmmm
[2],[2],[1],[3]; v<[2]; [1],[1]; <>[1]
8
27
hmmm
[2],[2],[1],[3]; v<[2]; [1],[1]; v<[1],R; [1],[1]; <>[1]
12
38
hmmm
[2],[2],[1],[3]; v<[1],R; [1],[1]; <>[1]
8
33
hmmm
[2],[2],[1],[3]; v<[1],R; [1],[1]; v<[2]; [1],[1]; <>[1]
11
39
hmmm
>+[2],[3]; v>[2]
6
16
ma
>+[2],[3]; v<[1],R
4
18
ma
>+[2],[3]; <>[1]
3
16
ma
>+[2],[3]; v<[2] [1],[1],[3];
7
21
ma
>+[2],[3]; v<[2] [1],[1]; <>[1]
7
23
ma
>+[2],[3]; v<[2]; [1],[1]; v<[1],R; [1],[1]; <>[1]
11
33
ma
>+[2],[3]; v<[1],R; <+[1],^+[3]
6
26
ma
<+[2],[1]; v>[2]
6
15
lm
<+[2],[1]; v>[2],R
14
29
lm
<+[2],[1]; <>[1]
3
15
lm
<+[2],[1]; v<[2]; [1],[1],[3];
7
21
lm
<+[2],[1]; v<[2]; [1],[1]; <>[1]
7
24
lm
<+[2],[1]; v<[2]; [1],[1]; v<[1],R; [1],[1]; <>[1]
11
35
lm
<+[2],[1]; v<[1],R; [1],[1]; <>[1]
7
30
lm
<+[2],[1]; v<[1],R; [1],[1]; v<[2]; [1],[1]; <>[1]
10
36
lm
<+[2],[1]; v<[2]; [1],[1]; super
13
39
lm
<+[2],[1],[3]; v<[1],R
5
21
lmm
<+[2],[1],[3]; <>[1]
4
19
lmm
<+[2],[1],[3]; v<[1],R; <+[1],^+[3]
7
30
lmm
[1],[1]; v>[2]
6
18
mm
[1],[1]; v>[2],R
14
32
mm
[1],[1]; v<[1],R
4
20
mm
[1],[1]; <>[1]
3
18
mm
[1],[1]; v<[2]; >+[1],[2]+[3]
9
24
mm
[1],[1]; v<[2]; [1],[1]; <>[1]
7
27
mm
[1],[1]; v<[2]; [1],[1]; v<[1],R; [1],[1]; <>[1]
11
38
mm
[1],[1]; v<[1],R; [1],[1],[3];
7
30
mm
[1],[1]; v<[1],R; [1],[1]; v<[2]; [1],[1]; <>[1]
10
39
mm
<+[1],^+[3]; v>[2]
6
22
am
<+[1],^+[3]; v<[1],R
4
24
am
<+[1],^+[3]; <>[1]
3
22
am
<+[1],^+[3]; >+[1],[2]+[3]
5
25
am
<+[1],^+[3]; [1],[1]; v<[2]; [1],[1]; <>[1]
9
34
am
<+[1],^+[3]; [1],[1]; v<[1],R; [1],[1]; v<[2]; [1],[1],[2]
13
42
am
[3]; <>[1]
2
18
m
[3]; v<[1],R
3
20
m
[3]; v<[1],R; <>[1]
4
27
m
[3]; v<[1],R; <+[1],^+[3]
5
29
m
<+[1]; <>[1]
2
15
a
<+[1]; <+[2],[1],[3];
4
14
a
<+[1]; v<[2]; [1],[1]; <>[1]
5
24
a
<+[1]; v<[1],R; [1],[1]; v<[2]; [1],[1]; <>[1]
9
38
a
v<[2]; [1],[1],[3]
5
18
lm
v<[2]; <+[2],[1],[3]
7
19
lm
v<[2]; [3]; <>[1]
4
21
lm
v<[2]; [1],[1]; v<[1],R; [1],[1],[3]
9
32
lm
v<[2]; [1],[1]; v<[1],R; [1],[1]; <>[1]
9
34
lm
v<[1]; <+[2],[1],[3]; v<[1]
5
23
m
v<[1]; <+[2],[1],[3]; <>[1]
5
25
m
v<[1]; >+[1],[2]+[3]
6
21
m
v<[1],R; <>[1]
3
22
mm
v<[1],R; >+[1],[2]+[3] (close)
7
25
mm
v<[1],R; [3]; <>[1] (close) range of [3]
4
28
mm
v<[1],R; [1],[1]; v>[2] (close) range of TT
8
28
mm
v<[1],R; [1],[1]; <>[1] (close) range of TT
5
28
mm
v<[1],R; <+[2],[1],[3]; <>[1] (close)
6
29
mm
v<[1],R; [1],[1]; v<[2]; [1],[1]; <>[1] (close)
8
34
mm
<+[3]; [3]; <>[1]
3
24
m
<+[3]; [1],[1]; v<[2]; [1],[1]; <>[1]
7
30
m
<+[3]; <+[1],^+[3]; [1],[1]; v<[2]; [1],[1]; <>[1]
10
36
m
<+[3]; ^+>,[3]; [1],[1]; v<[1],R; [1],[1]; v<[2]; [1],[1],[2]
13
44
m
<+[3]; ^+>,[3]; [1],[1]; v<[1],R; [1],[1]; v<[2]; [3]; v<[1]
12
45
m
<+[3]; ^+>,[3]; [1],[1]; v<[2]; [1],[1]; super
14
47
m
>+[3]; [3]; <>[1]
3
24
a
>+[3]; [1],[1]; v<[2]; [1],[1]; <>[1]
7
30
a
>+[3]; <+[1],^+[3]; [1],[1]; v<[2]; [1],[1]; <>[1]
10
36
a
>+[3]; ^+>,[3]; [1],[1]; v<[1],R; [1],[1]; v<[2]; [1],[1],[2]
13
44
a
>+[3]; ^+>,[3]; [1],[1]; v<[1],R; [1],[1]; v<[2]; [3]; v<[1]
12
45
a
Power. Grundy has an additional throw under the power button. During it, you can perform additional combinations to increase its damage and for additional bonuses.
Using the Pain Chain. The throw needs to me lead out calmly and without rushing buttons. When Grundy grabs the enemy by pressing [4], wait for him to jump up and grab his victim by the legs and input the second part of the combination (><[4] or vv[4] or v^[4]). Wait with the last part until Grundy falls to the ground and grabs the enemy for the second part of the Pain Chain. The third one depends on the second, the possible combination can be found in the "special moves - the pain chain" table.
Super move. After using the move, Grundy receives a bonus to speed and a shield which lower the damage he receives and prevents knockdowns. Additionally, all attacks are replaced by an unblockable throw. Using it on an enemy will begin the further part of the move. The time you have for grabbing the enemy is shown on the power bar.
Special moves
Name
Combination
No of hits
Damage
Additional
Cleaver Spin
v<[2]
1
10
Knockdown, above head
Cleaver Spin
v<[2],R
1
9
Juggle, above head
Walking Corpse
<>[3]
2
12
Throw
Walking Corpse
<>[3],R
4
19
Throw
Grave Rot
v<[3]
1 / 1 sec
0,8
Poisonous cloud
Grave Rot
v<[3],R
1 / 1 sec
2
Poisonous cloud
Dead Air
<>[1]
2
10
Knockdown
Dead Air
<>[1],R
2
10
Juggle
Swamp Hands
v<[1]
1
9
Knockdown, low
Swamp Hands
v<[1],R
1
6
Stun
To The Grave
v>[2]
2
11
Anti-air attack
Special moves - The Pain Chain
Name
Combination
No of hits
Damage
Additional
The Pain Chain
[4]
3
9
Throw
Power Chain
[4],><[4]
6
18
Increases damage
Power- final hit
[4],><[4],v>[4]
7
25
Stronger increase of damage
Health chain
[4],vv[4]
5
15
Reduces damage taken
Health - final hit
[4],vv[4],^^[4]
7
31
Stronger reduce of damage taken
Defence Chain
[4],v^[4]
6
14
Block boost
Defence - final hit
[4],v^[4],^v[4]
8
21
Greater block boost
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Heavy Hand
[2],[2]
2
6
Open
mm
Driven To Kill
[2],[2],[1]
3
12
Open
mmm
Destroy
[2],[2],[3]
3
10
Knockdown
mmm
Face Of Evil
[2],<+[1]
2
10
Knockdown
mm
Born On A Monday
<+[2],[3]
3
14
Knockdown
amm
Reanimated
>+[2],[1]
2
5
Open
lm
No Pain
>+[2],[1],[1]
3
11
Knockdown
lmm
Death To All
>+[2],[3]
2
9
Juggle
lm
Already Dead
<+[1],[3]
2
10
Knockdown
lm
Rest In Peace
>+[1],[1]
2
10
Open
mm
Slaughter Swamp
>+[1],[1],[3]
3
16
Knockdown
mmm
Bad Blood
[3],[1]
2
14
Knockdown
mm
Dead's Blood
[3],[3]
2
15
Knockdown
mm
Tombstoned
v+[2],[3]
2
9
Knockdown
mm
Swampland
v+[1],[3]
2
12
Knockdown
ma
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; v<[2]
3
15
mm
[2],[2]; <>[1]
4
15
mm
[2],[2];v<[1],R
3
11
mm
[2],[2]; v<[1],R; >+[3]; [2],[2]; <>[1]
8
30
mm
[2],[2]; v<[1],R; >; <+[3]; ^+>,[3]; [2],[2]; [4]
10
36
mm
[2],[2]; v<[1],R; >+[3]; ^+>,[1]; [2],[2]; <>[1],R; <+[2]; [4]
13
41
mm
[2],[2]; v<[2],R; [2],[2]; [4]
8
24
mm
[2],[2]; v<[2],R; [2],[2]; v<[1],R; >; <+[3]; ^+>,[3]; [2],[2],[1]
11
39
mm
[2],[2]; v<[2],R; [2],[2]; v<[1],R; >; <+[3]; ^+>,[3]; [2],[2]; <>[1],R; >+[2]; [4]
16
42
mm
[2],[2]; v<[2],R; [2],[2]; <>[1],R; <+[2]; [4]
11
34
mm
[2],[2]; <>[1],R; <+[2]; [4]
8
28
mm
[2],[2]; <>[1],R; [2],[2]; v<[1],R; >; <+[3]; ^+>,[1]; [2],[2]; [4]
14
42
mm
[2],[2],[1]; v<[2]
4
21
mmm
[2],[2],[1]; <>[1]
5
21
mmm
[2],[2],[1]; v<[1]
4
20
mmm
[2],[2],[1]; v<[1],R; >; <+[3]; ^+>,[3]; [2],[2]; [4]
11
41
mmm
[2],[2],[1]; v<[2],R; [2],[2]; <>[1],R; <+[2]; [4]
12
39
mmm
[2],[2],[1]; <>[1],R; <+[2]; [4]
9
33
mmm
[2],[2],[1]; <>[1],R; [2],[2]; v<[1],R; >; <+[3]; ^+>,[1]; [2],[2]; [4]
15
46
mmm
[2],[2],[3]; [2],[2],[1]
6
19
mmm
>+[2],[1]; v<[2]
3
14
lm
>+[2],[1]; <>[1]
4
14
lm
>+[2],[1]; v<[1]
3
13
lm
>+[2],[1]; v<[1],R; >; <+[3]; ^+>,[3]; [2],[2]; [4]
10
35
lm
>+[2],[1]; v<[2],R; [2],[2]; <>[1],R; <+[2]; [4]
11
33
lm
>+[2],[1]; <>[1],R; <+[2]; [4]
8
27
lm
>+[2],[1]; <>[1],R; [2],[2]; v<[1],R; >; <+[3]; ^+>,[1]; [2],[2]; [4]
14
41
lm
>+[2],[3]; >+[2],[3]
4
16
lm
>+[2],[3]; [2],[2]; v<[2]
5
21
lm
>+[2],[3]; <>[3]
4
18
lm
>+[2],[3]; <>[3],R
6
24
lm
>+[2],[3]; v<[2],R; [2],[2]; [4]
8
25
lm
>+[2],[3]; v<[2],R; [2],[2]; <>[1],R; >+[2]; [4]
11
31
lm
>+[2],[3]; <>[1],R; <+[2]; [4]
8
28
lm
<+[1],[3]; <>[3]
4
19
lm
<+[1],[3]; <>[3],R
6
24
lm
>+[1],[1]; v<[2]
3
19
mm
>+[1],[1]; v<[2],R; [2],[2]; [4]
8
28
mm
>+[1],[1]; v<[2],R; [2],[2]; <>[1],R; <+[2]; [4]
11
38
mm
>+[1],[1]; v<[1],R; >; <+[3]; ^+>,[3]; [2],[2]; [4]
10
40
mm
>+[1],[1]; v<[1],R; >+[3]; ^+>,[1]; [2],[2]; <>[1],R; >+[2]; [4]
13
45
mm
[3],[1]; v<[2]
3
21
mm
[3],[1]; <>[3]
4
20
mm
[3],[1]; <>[3],R
6
27
mm
[3],[1]; v<[2],R; [2],[2],[1]
6
27
mm
[3]; v<[1],R; >; <+[3]; ^+>,[3]; [2],[2]; [4]
9
39
m
[3]; <>[1],R; <+[2]; [4]
7
31
m
v<[2],R; v>[2]
3
18
a
v<[2],R; [4]
4
16
a
v<[2],R; [4],vv[4],^^[4]
8
34
a
v<[2],R; [2],[2],[3];
4
17
a
v<[2],R; [2],[2]; v>[2]
5
22
a
v<[2],R; [2],[2]; <>[1],R; [2],[2],[1]
8
29
a
v<[2],R; [2],[2]; <>[1],R; <+[2]; [4]
9
31
a
v<[2],R; [2],[2]; <>[1],R; <+[2]; [4],vv[4],^^[4]
13
45
a
v<[2],R; [2],[2]; v<[1],R; >; <+[3]; ^+>,[1]; [2],[2],[1]
11
37
a
v<[2],R; [2],[2]; v<[1],R; [2],[2],[1]; <>[1],R; [2],[2]; [4],vv[4],^^[4]
18
50
a
<>[1],R; [4]
5
18
m
<>[1],R; [2],[2],[1]
5
21
m
<>[1],R; <+[2]; [4]
6
24
m
<>[1],R; <+[2]; [4],vv[4],^^[4]
10
43
m
<>[1],R; [2],[2]; v>[2]
6
24
m
<>[1],R; [2],[2]; [4]
7
23
m
<>[1],R; >+[2],[3]; <>[1]
6
25
m
<>[1],R; >+[2],[3]; [4]
7
24
m
<>[1],R; >+[2],[3]; [4],vv[4],^^[4]
11
40
m
<>[1],R; [2],[2]; v<[1],R
5
20
m
<>[1],R; [2],[2]; v<[1],R; >+^,[1]; >+[1],[1],[3]
9
37
m
<>[1],R; [2],[2]; v<[1],R; >+^,[1]; <+[2]; [4]
10
36
m
<>[1],R; [2],[2]; v<[1],R; >+^,[1]; <+[2]; [4],vv[4],^^[4]
14
51
m
v<[1],R; <+[3]; ^+>,[1]; [2],[2]; <>[1] (close)
7
31
l
v<[1],R; <+[3]; ^+>,[1]; [2],[2]; <>[1],R; >+[2]; [4] (close)
11
39
l
v<[1],R; >>; >>; [2],[2],[1]; v<[2] (two charges range or lower)
6
26
l
v<[1],R; >>; >>; >+[2],[3]; [2],[2]; [4] (two charges range or lower)
8
25
l
v<[1],R; >>; >>; >+[2],[3]; [2],[2]; <>[1],R; <+[2]; [4] (two charges range or lower)
11
35
l
v<[1],R; >+^,[1]; [2],[2],[1]; v<[2] (jump range)
6
30
l
v<[1],R; >+^,[1]; >+[2],[3]; [2],[2]; <>[1] (jump range)
8
30
l
v<[1],R; >+^,[1]; >+[2],[3]; [2],[2]; [4] (jump range)
9
30
l
v<[1],R; >+^,[1]; >+[2],[3]; [2],[2]; <>[1],R; <+[2]; [4] (jump range)
12
39
l
v<[1],R; >+^,[1]; [2],[2],[1]; v<[2],R; [2],[2]; <>[1],R; <+[2]; [4],vv[4],^^[4] (jump range)
18
56
l
>+^,[1]; [2],[2],[1]; <>[1],R; [2],[2]; <>[1]
9
32
a
>+^,[1]; [2],[2],[1]; <>[1],R; [2],[2]; [4],vv[4],^^[4]
14
47
a
>+^,[1]; [2],[2],[1]; v<[2],R; [2],[2]; <>[1],R; <+[2]; [4]
12
37
a
>+^,[1]; [2],[2],[1]; v<[2],R; [2],[2]; <>[1],R; <+[2]; [4],vv[4],^^[4]
17
52
a
Power. Nightwing might use the power button to change styles from "Escram" to "Staff" and back. Both styles differ in terms of basic and special moves, as well as combos.
Super move. Nightwing's super move begins with a small explosion right in front of him. It's a short range attack and it should be put into a short combo. Using the super move after longer combos including the Escrima Fury will cause the damage of the super move to fall down.
Special moves - Escram
Name
Combination
No of hits
Damage
Additional
WingDing (in air)
v<[2]
3
11
Shot from air
WingDing (in air)
v<[2],R
4
17
Shot, knockdown
Ground Spark
v<[1]
1
8
Shot, low
Ground Spark
v<[1],R
1
12
Shot, low, knockdown
Escrima Fury
v>[1]
5
9
Juggle
Escrima Fury
v>[1],R
9
17
Juggle
Flip Kick
v<[3]
1
10
Knockdown, above head
Flip Kick
v<[3],R
2
10
Juggle
Scatter Bomb
v<[2]
1
8
Knockdown
Scatter Bomb
v<[2],R
3
13
Knockdown
Basic attacks - Escram
Name
Combination
No of hits
Dmg.
Additional
Hits
SideKick
[2],[2]
2
4
Open
hm
Razor's Edge
[2],[2],[1]
3
12
Knockdown
hmm
Dark Justice
[2],[2],[3]
4
11
Juggle
hmm
Stick and Move
<+[2],[2]
2
8
Open
mm
Shooting Star
<+[2],[2],[1]
3
14
Knockdown
mmm
Surrender Now
<+[2],[3]
2
10
Knockdown
ml
Renegade
[1],[1]
2
6
Open
mm
Lone Bird
[1],[1],[3]
3
12
Knockdown
mma
Gotham Hero
>+[1],[2]
2
7
Open
mm
Wide Wing
>+[1],[2],[3]
4
14
Knockdown
mmmm
Lightning Crash
[3],[3]
2
8
Knockdown
mm
Freefall
[3],[3],[3]
3
12
Knockdown
mma
In The Zone
v+[2],[1]
2
4
-
mm
Special moves - Staff
Name
Combination
No of hits
Damage
Additional
Staff Spin
v<[3]
5
11
Knockdown
Staff Spin
v<[3],R
5
18
Knockdown
Ground Blast
v<[1]
1
5
Low
Ground Blast
v<[1],R
2
11
Juggle
Flying Grayson
<>[3]
1
13
Knockdown
Basic attacks - Staff
Name
Combination
No of hits
Dmg.
Additional
Hits
Trapeze Artist
[2],<+[2]
2
14
Knockdown
mh
Outsider
[2],>+[2]
2
8
Open
ml
Last Chance
[2],v+[3]
2
12
Knockdown
ml
Wing Span
[2],>+[1]
2
12
Knockdown
ma
Combo attacks - Escram
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; v<[1]
3
11
hm
[2],[2]; v<[1],R
3
15
hm
[2],[2]; v>[1]
7
12
hm
[2],[2]; v>[1],R
11
19
hm
[2],[2]; v<[3]
3
13
hm
[2],[2]; v>[1]; ^+>,[1]; [3],[3],[3]
11
22
hm
[2],[2]; v>[1]; ^+>,[1]; [1],[1]; v>[1]
15
23
hm
[2],[2]; v>[1]; ^+>,[1]; [1],[1]; v<[2],R
13
25
hm
[2],[2]; v>[1]; >+[3]; [3],[3]; v>[1]
15
25
hm
[2],[2]; v>[1],R; ^+>,[1]; [1],[1]; v<[3]
15
29
hm
[2],[2]; v>[1],R; <+[3]; ^+>,[1]; [1],[1]; v>[1]
20
31
hm
[2],[2]; v>[1],R; <+[3]; ^+>,[3]; [1],[1]; v>[1],R
24
35
hm
[2],[2]; v<[3],R; ^+>,[1]; [3],[3]; v<[2]
8
28
hm
[2],[2]; v<[3],R; ^+>,[1]; [3],[3]; v>[1],R
16
32
hm
[2],[2]; v<[3],R; >+[3]; ^+>,[1]; [3],[3]; v>[1],R
17
35
hm
[2],[2],[3]; v<[1],R
4
17
hmm
[2],[2],[3]; v<[2]
5
17
hmm
[2],[2],[3]; v<[2],R
7
21
hmm
[2],[2],[3]; [3],[3],[3]
7
21
hmm
[2],[2],[3]; <+[2],[2]; v>[1]
11
23
hmm
[2],[2],[3]; <+[2],[2]; v>[1],R
15
30
hmm
[2],[2],[3]; v>[1]; >+[3]; [3],[3]; v>[1]
16
27
hmm
[2],[2],[3]; v>[1],R; ^+>,[1]; [1],[1]; v<[3]
16
30
hmm
[2],[2],[3]; v>[1],R; ^+>,[1]; <+[2],[2]; v>[1],R
24
34
hmm
[2],[2],[3]; v<[3],R; ^+>,[1]; [1],[1]; v<[2]
9
27
hmm
[2],[2],[3]; v<[3],R; >+[3]; ^+>,[1]; [3],[3]; v>[1],R
18
36
hmm
<+[2],[2]; v>[1]
7
15
mm
<+[2],[2]; v>[1],R
11
23
mm
<+[2],[2]; v<[3]
3
17
mm
<+[2],[2]; v>[1]; ^+>,[1]; <+[2],[2]; v>[1]
15
28
mm
<+[2],[2]; v>[1]; >+[3]; [3],[3]; v>[1]
15
29
mm
<+[2],[2]; v>[1],R; ^+>,[1]; [1],[1]; v<[3]
15
33
mm
<+[2],[2]; v>[1],R; ^+>,[1]; <+[2],[2]; v>[1],R
23
36
mm
<+[2],[2]; v<[3],R; ^+>,[1]; <+[2],[2]; v<[2]
8
31
mm
<+[2],[2]; v<[3],R; >+[3]; ^+>,[1]; [3],[3]; v>[1],R
17
38
mm
[1],[1]; v>[1]
7
14
mm
[1],[1]; v>[1],R
11
21
mm
[1],[1]; v<[3]
3
15
mm
[1],[1]; v>[1]; ^+>,[1]; [3],[3],[3]
11
24
mm
[1],[1]; v>[1]; ^+>,[1]; [1],[1]; v>[1]
15
25
mm
[1],[1]; v>[1]; ^+>,[1]; [1],[1]; v<[3]
11
26
mm
[1],[1]; v>[1]; ^+>,[1]; [1],[1]; v<[2]
11
25
mm
[1],[1]; v>[1]; ^+>,[1]; [1],[1]; v<[2],R
13
27
mm
[1],[1]; v>[1]; >+[3]; [3],[3]; v>[1]
15
27
mm
[1],[1]; v>[1],R; ^+>,[1]; [1],[1]; v<[3]
15
31
mm
[1],[1]; v>[1],R; ^+>,[1]; [1],[1]; v>[1],R
23
33
mm
[1],[1]; v>[1],R; <+[3]; ^+>,[1]; [1],[1]; v>[1]
20
33
mm
[1],[1]; v>[1],R; <+[3]; ^+>,[1]; [1],[1]; v>[1],R
24
36
mm
[1],[1]; v>[1],R; <+[3]; ^+>,[3]; [1],[1]; v>[1],R
24
37
mm
[1],[1]; v<[3],R; [3],[3],[3]
7
23
mm
[1],[1]; v<[3],R; ^+>,[1]; [3],[3],[3]
8
27
mm
[1],[1]; v<[3],R; ^+>,[1]; [3],[3]; v<[2]
8
29
mm
[1],[1]; v<[3],R; ^+>,[1]; [3],[3]; v<[2],R
10
31
mm
[1],[1]; v<[3],R; ^+>,[1]; [3],[3]; v>[1]
12
29
mm
[1],[1]; v<[3],R; ^+>,[1]; [3],[3]; v>[1],R
16
34
mm
[1],[1]; v<[3],R; >+[3]; ^+>,[1]; [1],[1]; v>[1]
13
32
mm
[1],[1]; v<[3],R; >+[3]; ^+>,[1]; [1],[1]; v>[1],R
17
36
mm
[1],[1]; v<[3],R; >+[3]; ^+>,[1]; [3],[3]; v>[1]
13
33
mm
[1],[1]; v<[3],R; >+[3]; ^+>,[1]; [3],[3]; v>[1],R
17
36
mm
>+[1],[2]; v>[1]
7
15
mm
>+[1],[2]; v>[1],R
11
22
mm
>+[1],[2]; v<[3]
3
16
mm
>+[1],[2]; v>[1]; ^+>,[1]; <+[2],[2]; v>[1]
15
27
mm
>+[1],[2]; v>[1]; >+[3]; [3],[3]; v>[1]
15
28
mm
>+[1],[2]; v>[1],R; ^+>,[1]; [1],[1]; v<[3]
15
32
mm
>+[1],[2]; v>[1],R; ^+>,[1]; <+[2],[2]; v>[1],R
23
35
mm
>+[1],[2]; v<[3],R; ^+>,[1]; <+[2],[2]; v<[2]
8
30
mm
>+[1],[2]; v<[3],R; >+[3]; ^+>,[1]; [3],[3]; v>[1],R
17
38
mm
>+[1],[2],[3]; v<[1]
4
16
mmmm
>+[1],[2],[3]; v<[1],R
4
20
mmmm
>+[1],[2],[3]; v>[1]
8
17
mmmm
>+[1],[2],[3]; v>[1],R
12
24
mmmm
>+[1],[2],[3]; v<[3]
4
18
mmmm
>+[1],[2],[3]; v>[1]; >+[3]; [3],[3]; v>[1]
16
30
mmmm
>+[1],[2],[3]; v>[1],R; ^+>,[1]; [1],[1]; v<[3]
16
33
mmmm
>+[1],[2],[3]; v<[3],R; ^+>,[1]; [1],[1]; v<[2]
9
30
mmmm
>+[1],[2],[3]; v<[3],R; >+[3]; ^+>,[1]; [3],[3]; v>[1],R
18
39
mmmm
<+[3]; ^+>,[3]; [3],[3],[3]
5
28
m
<+[3]; ^+>,[3]; [1],[1]; v<[3]
5
29
m
<+[3]; ^+>,[3]; <+[2],[2]; v>[1]
9
30
m
<+[3]; ^+>,[3]; <+[2],[2]; v>[1],R
13
35
m
<+[3]; ^+>,[3]; <+[2],[2]; super
13
44
>+[3]; ^+>,[1]; [3],[3],[3]
5
25
a
>+[3]; ^+>,[1]; [1],[1]; v<[3]
5
26
a
>+[3]; ^+>,[1]; <+[2],[2]; v>[1]
9
27
a
>+[3]; ^+>,[1]; <+[2],[2]; v>[1],R
13
32
a
v<[3],R; [3],[3],[3]
5
19
a
v<[3],R; ^+>,[1]; [3],[3],[3]
6
24
a
v<[3],R; ^+>,[1]; [3],[3]; v<[2]
6
25
a
v<[3],R; ^+>,[1]; [3],[3]; v>[1],R
14
31
a
v<[3],R; >+[3]; ^+>,[1]; [3],[3]; v>[1],R
15
34
a
Combo attacks - Escram
Combination
No of hits
Dmg.
Beginning hits
[2],>+[2]; v<[3]
7
17
ml
[2],>+[2]; v<[3],R
7
24
ml
[2],>+[2]; <>[3]
3
20
ml
[2],>+[2]; v<[1],R; [3]; [2],<+[2]
7
31
ml
[2],>+[2]; v<[1],R; [3]; [2]; <>[3]
7
33
ml
[2],>+[2]; v<[1],R; [3]; [2]; v<[3]
11
32
ml
[2],>+[2]; v<[1],R; [3]; [2]; v<[3],R
11
36
ml
[2],>+[2]; v<[1],R; <+[3]; ^+>,[3]; [2]; <>[3]
8
39
ml
[2],>+[2]; v<[1],R; <+[3]; ^+>,[1]; [2]; v<[3],R
12
39
ml
[3]; v<[3]
6
17
m
[3]; v<[3],R
6
23
m
[3]; [2]; <>[3]
3
23
m
[3]; [2]; v<[3],R
7
26
m
[2]; v<[3]
6
15
m
[2]; v<[3],R
6
22
m
[2]; <>[3]
2
17
m
[2]; v<[1],R; [2]; <>[3]
5
28
m
[2]; v<[1],R; [2]; v<[3]
9
26
m
[2]; v<[1],R; [2]; v<[3],R
9
31
m
[2]; v<[1],R; [3]; <>[3]
5
29
m
[2]; v<[1],R; [3]; v<[3],R
9
32
m
[2]; v<[1],R; [3]; [2]; <>[3]
6
32
m
[2]; v<[1],R; [3]; [2]; v<[3],R
10
34
m
[2]; v<[1],R; <+[3]; ^+>,[3]; [2]; <>[3]
7
38
m
[2]; v<[1],R; <+[3]; ^+>,[3]; [2]; v<[3],R
11
40
m
<+[3]; ^+>,[3]; [2],<+[2]
4
28
m
<+[3]; ^+>,[3]; [2]; <>[3]
4
31
m
<+[3]; ^+>,[3]; [2]; v<[1]
4
26
m
<+[3]; ^+>,[3]; [2]; v<[1],R
5
29
m
<+[3]; [2]; v<[1],R; <>[3]
5
29
m
<+[3]; ^+>,[3]; [2]; v<[1],R; <>[3]
6
36
m
<+[3]; ^+>,[3]; [2]; super
12
44
m
>+[3]; ^+>,[3]; [2],<+[2]
4
28
a
>+[3]; ^+>,[3]; [2]; <>[3]
4
31
a
>+[3]; ^+>,[1]; [2]; v<[1],R; <>[3]
6
33
a
Power. Pressing the button will make Green Arrow pull the string and letting go shoot the arrow. With the bow pulled, Green Arrow can move freely and shoot while in the air or crouching. Charging will cancel the pull.
Before shooting the bow, Green Arrow can prepare special shots:
Burning Arrow (marked in the table as "[4]B") - Grants three explosive arrows which knock down the enemy and deal the most damage compared to the other.
Electric (marked in the table as "[4]E") - Grants two arrows which deal medium damage and stun the enemy for as very short period of time.
Frozen (marked in the table as "[4]M") - Grants one arrow which doesn't deal damage and stuns the enemy by freezing him for a brief moment.
Super move. Green Arrow begins the super move by shooting a exploding arrow at the enemy's feet. It's an unblockable attack with a large area of effect, though it will miss if the enemy is standing right beside you. At the end of the super move the enemy will be knocked up and you can perform a combo on him before he falls down (you need to attack when the camera will be showing the fight from above). Examples of such combos can be found at the bottom of the last table.
Special moves
Name
Combination
No of hits
Damage
Additional
Sky Alert
v<[2]
2
10
Upwards shot, juggle
Sky Alert
v<[2],R
4
22
Upwards shot, juggle
Dead On (in air)
v<[2]
2
10
Downwards shot
Dead On (in air)
v<[2],R
4
22
Downwards shot
Savage Blast
v<[1]
1
7
Knockdown
Savage Blast
v<[1],R
2
14
Knockdown
Stinger
<>[3]
1
7
Slide
Stinger
<>[3],R
2
15
Slide
Up Haven Blast
v>[1]
1
7
Knockdown
Up Haven Blast
v>[1],R
2
14
Juggle
Hurricane Bow
v>[2]
5
10
Knockdown
Special moves - Bow
Name
Combination
No of hits
Damage
Additional
Take Aim
[4]
-
-
Aiming the arrow
Frozen Arrow
v<+[4]
1
-
1x arrow, stun
Electric Arrow
v>+[4]
1
5
2x arrow, brief stun
Burning Arrow
vv+[4]
1
8
3x arrow, knockdown
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Minus Ten
[2],[2]
2
5
Open
hm
More Fun
[2],[2],[2]
3
13
-
hmm
Thrill Seeker
[2],[2],[3]
3
11
Juggle
hmm
Final Shot
<+[2],[3]
2
13
Knockdown
mm
Quiver
[1],[1]
2
5
Open
mm
Night Ranger
[1],[1],[3]
3
13
Knockdown
mmm
Light It Up
<+[1],[3]
2
14
Knockdown
am
Longbow Hunter
>+[1],v+[2]
2
6
Open
ml
Queen's Gambit
>+[1],v+[2],[3]
3
10
Juggle
mla
Beast Slayer
[3],[3]
3
12
Knockdown
mmm
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; v<[1]
3
11
hm
[2],[2]; v<[1],R
4
17
hm
[2],[2]; <>[3]
3
11
hm
[2],[2]; <>[3],R
4
18
hm
[2],[2]; v>[2]
7
14
hm
[2],[2]; [4]B
3
12
hm
[2],[2]; [4]M; >+[3]; [1],[1]; v>[2]
11
20
hm
[2],[2]; [4]M; <+[3]; ^+>,[3]; [2],[2],[2]; <>[3]
9
28
hm
[2],[2]; [4]M; <+[3]; ^+>,[3]; [1],[1],[3]; v>[2]
13
29
hm
[2],[2],[3]; [2],[2],[2]
6
21
hmm
[2],[2],[3]; v>[1]
4
16
hmm
[2],[2],[3]; v>[1],R
5
21
hmm
[2],[2],[3]; <>[3]
4
16
hmm
[2],[2],[3]; <>[3],R
5
22
hmm
[2],[2],[3]; [4]B
4
17
hmm
[2],[2],[3]; [2],[2],[2]
6
21
hmm
[2],[2],[3]; ^+>,[1]; [2],[2],[2]
7
23
hmm
[2],[2],[3]; >>; [1],[1],[3]; v>[2]
11
27
hmm
[2],[2],[3]; [4]E; >>; [1],[1],[3]; v>[2]
12
29
hmm
[2],[2],[3]; [4]E; >> [2],[2],[2]; <>[3]
8
27
hmm
[2],[2],[3]; [4]E; <+[3]; ^+>,[1]; [1],[1]; v>[2]
13
31
hmm
[2],[2],[3]; [4]M; >>; [1],[1],[3]; v>[2]
12
24
hmm
[2],[2],[3]; [4]M; >>;<+[3]; ^+>,[3]; [2],[2]; <>[3]
9
27
hmm
[2],[2],[3]; [4]M; >>;<+[3]; ^+>,[3]; [2],[2]; v>[2]
13
28
hmm
[2],[2],[3]; >>; [2],[2]; [4]M; >; <+[3]; ^+>,[3]; [1],[1]; v>[2]
15
30
hmm
[2],[2],[3]; super
9
34
hmm
<+[2],[3]; <>[3]
3
17
mm
<+[2],[3]; <>[3],R
4
23
mm
[1],[1]; <>[3]
3
11
mm
[1],[1]; <>[3],R
4
18
mm
[1],[1]; v>[2]
7
14
mm
[1],[1]; [4]B
3
12
mm
[1],[1]; [4]M; >+[3]; [1],[1]; v>[2]
11
20
mm
[1],[1]; [4]M; <+[3]; ^+>,[3]; [2],[2],[2]; <>[3]
9
28
mm
[1],[1]; [4]M; <+[3]; ^+>,[3]; [1],[1],[3]; v>[2]
13
29
mm
[1],[1],[3]; <>[3]
4
19
mmm
[1],[1],[3]; <>[3],R
5
26
mmm
>+[1],v+[2]; <>[3]
3
12
ml
>+[1],v+[2]; <>[3],R
4
19
ml
>+[1],v+[2]; v>[2]
7
15
ml
>+[1],v+[2]; [4]B
3
13
ml
>+[1],v+[2]; [4]M; >+[3]; [1],[1]; v>[2]
11
21
ml
>+[1],v+[2]; [4]M; <+[3]; ^+>,[3]; [2],[2],[2]; <>[3]
9
29
ml
>+[1],v+[2]; [4]M; <+[3]; ^+>,[3]; [1],[1],[3]; v>[2]
13
30
ml
>+[1],v+[2],[3]; <>[3]
4
16
mla
>+[1],v+[2],[3]; <>[3],R
5
22
mla
>+[1],v+[2],[3]; [4]B
4
17
mla
>+[1],v+[2],[3]; >>; [1],[1]
5
14
mla
>+[1],v+[2],[3]; >>; [1],[1],[3]; v>[2]
8
28
mla
>+[1],v+[2],[3]; [4]E; >>;[2],[2],[2]; <>[3]
8
28
mla
>+[1],v+[2],[3]; [4]E; >>; [1],[1],[3]; v>[2]
12
30
mla
>+[1],v+[2],[3]; [4]M; >>; >+[3]; [1],[1]; v>[2]
12
24
mla
>+[1],v+[2],[3]; [4]M; >>; <+[3]; ^+>,[3]; [1],[1]; <>[3]
9
28
mla
>+[1],v+[2],[3]; [4]M; >>; <+[3]; ^+>,[3]; [1],[1]; v>[2]
13
29
mla
>+[1],v+[2],[3]; super
9
36
mla
[3],[3]; <>[3]
4
17
mmm
[3],[3]; <>[3],R
5
23
mmm
[3],[3]; v>[2]
8
19
mmm
[3],[3]; v+[4]B
4
18
mmm
<+[3]; >>; v<[2]; [2],[2],[2]; <>[3]
7
31
m
<+[3]; ^+>,[3]; [1],[1]; v>[2]
9
28
m
<+[3]; ^+>,[3]; <+[1]; v>[2]
8
29
m
<+[3]; ^+>,[3]; [2],[2],[2]; <>[3]
6
32
m
<+[3]; ^+>,[3]; [3],[3]; <>[3]
6
31
m
<+[3]; ^+>,[3]; <+[2],[3]; <>[3]
5
32
m
<+[3]; ^+>,[3]; [1],[1],[3]; v>[2]
10
34
m
>+[3]; ^+>,[1]; [1],[1]; v>[2]
9
25
a
>+[3]; ^+>,[1]; <+[1]; v>[2]
8
26
a
>+[3]; ^+>,[1]; [3],[3]; <>[3]
6
28
a
>+[3]; ^+>,[1]; [2],[2],[2]; <>[3]
6
29
a
>+[3]; ^+>,[1]; [1],[1],[3]; v>[2]
10
31
a
v>[1],R; >>; [1],[1]; [4]M; >>; [1],[1],[3]; v>[2] (enemy caught in the air)
13
32
hm
v>[1],R; >>; [1],[1],[3]; v>[2] (enemy caught in the air)
10
33
hm
v>[1],R; >>; [1],[1]; [4]M; <+[3]; ^+>,[1]; [1],[1]; v>[2] (enemy caught in the air)
14
35
hm
v<[2]; [1],[1]; v>[2] (enemy caught in the air)
9
21
h
v<[2]; [2],[2],[2]; <>[3] (enemy caught in the air)
6
27
h
v<[2]; [1],[1]; [4]M; <+[3]; ^+>,[1]; [1],[1]; v>[2] (enemy caught in the air)
14
28
h
super; <+[3]; ^+>,[1]; [1],[1]; v>[2];
15
49
Unb.
super; ^+>,[3]; [1],[1]; v>[2];
14
48
Unb.
super; ^+>,[3]; [1],[1]; [4]M; <+[3]; ^+>,[1]; [1],[1]; v>[2]
19
54
Unb.
super; ^+>,[3]; [1],[1]; [4]M; <+[3]; ^+>,[3]; [1],[1]; <>[3]
15
55
Unb.
Power. Black Adam can summon three lighting spheres which begin levitating around him. If the enemy approached Adam, he will be hit by them.
Super move. Adam's super move begins with a medium distance charge. It's easy to block it, so it's best to combine it into a combo. In order not to miss, you can perform the super move after Black Magic, though the damage will be lower than when used in a combo.
Special moves
Name
Combination
No of hits
Damage
Additional
Lightning Storm
v>[2]
1
9
Knockdown
Lightning Storm
v>[2],R
5
18
Knockdown
Black Magic
v<[2]
3
5
Stun
Black Magic
v<[2],R
4
11
Juggle
Lightning Cage
v<[3]
1
11
Knockdown
Lightning Cage
v<[3],R
2
17
Juggle
Lightning Strike
v>[1]
1
10
Shot, low
Lightning Strike
v>[1],R
3
19
Shot, low
(Air) Close Boot Stomp
v<[3]
1
10
Charge from air
(Air) Close Boot Stomp
v<[3],R
1
10
Juggle
(Air) Far Boot Stomp
v>[3]
1
10
Charge from air
(Air) Far Boot Stomp
v>[3],R
1
10
Charge from air, juggle
Lightning Bomb
v<[1]
1
8
Trap, juggle
Close Lightning Bomb
v<[1],<
1
8
Trap, juggle
Far Lightning Bomb
v<[1],>
1
8
Trap, juggle
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Fearless
[2],[2]
2
4
Open
hm
Corruption
[2],[2],[1]
3
8
Knockdown
hma
End Phase
[2],[2],[3]
3
10
Knockdown
hmm
Empty Tomb
[2],[3]
2
11
Knockdown
hm
Black Nile
<+[2],[1]
2
8
Knockdown
mm
Obelisk
[1],[1]
2
5
Open
mm
Sceptre
[1],[1],[3]
3
11
Knockdown
mma
Dark Age
[1],[1],<+[2]
3
9
Juggle
mmm
Khem
>+[1],[3]
2
15
Knockdown
mm
Nine Bows
<+[1],[3]
2
10
Knockdown
am
Ka Servant
<+[1],[3],^+[2]
3
16
Knockdown
am
Eye Of Horus
<+[1],[3],^+[1]
3
16
Knockdown
am
Might Of Aton
<+[1],[3],^+[3]
3
16
Knockdown
am
Ra Power
<+[1],[3],^+[2]+[3]
5
20
Knockdown
am
Performing Ka Servant, Eye of Horus, Might of Aton, Ra Power. Begin by using "<+[1],[3]" an keep holding up "^", when Adam jumps behind the enemy, input the rest of the combo (^+[2], ^[1], ^+[3], ^+[2]+[3]).
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; v>[2]
3
12
hm
[2],[2]; v>[2],R
7
20
hm
[2],[2]; v<[3]
3
14
hm
[2],[2]; v<[3],R
4
19
hm
[2],[2]; v>[1]
3
13
hm
[2],[2]; v>[1],R
5
21
hm
[2],[2]; v<[2]; <+[1],[3],^+[2]+[3]
10
22
hm
[2],[2]; v<[2]; [1],[1],<+[2]; ^+>,[1]; [2],[2]; v>[2]
12
23
hm
[2],[2]; v<[2],R; ^+>,[1]; <+[1],[3],^+[2]+[3]
12
27
hm
[2],[2]; v<[2],R; ^+>,[1]; [1],[1]; v<[3],R; <+[1],[3],^+[2]
14
32
hm
[2],[2]; v<[2],R; ^+>,[1]; [1],[1]; v<[3],R; <+[1],[3],^+[2]+[3]
16
33
hm
[2],[2]; v<[2],R; ^+>,[1]; [1],[1]; v<[3],R; [1],[1]; v>[2]
14
31
hm
[2],[2]; v<[3],R; <+[1],[3],^+[2]+[3]
9
33
hm
[2],[2]; v<[3],R; ^,[3]; v>[3]
6
33
hm
[2],[2]; v<[3],R; <+[3]; ^+>,[1]; [1],[1]; v>[2],R
13
40
hm
[2],[2],[1]; v>[2]
4
16
hma
[2],[2],[1]; v>[2],R
8
23
hma
[2],[2],[1]; v<[2]; ^+>; v>[3]
7
19
hma
[2],[2],[1]; v<[2],R ; >; ^+>,[3]; v>[3]
9
29
hma
[2],[2],[1]; v<[2],R ; >; ^+>,[1]; <+[1],[3],^+[2]+[3]
13
32
hma
[2],[2],[1]; v<[2],R ; >; ^+>,[1]; [2],[2]; v>[2],R
15
32
hma
[2],[2],[1]; v<[2],R ; >>; v<[3],R; [2],[2]; v>[2],R
16
36
hma
[2],[2],[3]; v>[2]
4
18
hmm
[2],[2],[3]; v>[2],R
8
25
hmm
[2],[3]; v>[2]
3
17
hm
[2],[3]; v>[2],R
7
24
hm
<+[2],[1]; v>[2]
3
15
mm
<+[2],[1]; v>[2],R
7
21
mm
[1],[1]; v>[2]
3
13
mm
[1],[1]; v>[2],R
7
21
mm
[1],[1]; v<[3]
3
15
mm
[1],[1]; v<[3],R
4
20
mm
[1],[1]; v<[2]; <+[1],[3],^+[2]+[3]
10
23
mm
[1],[1]; v<[2]; [1],[1],<+[2]; <+[1],[3],^+[2]
11
23
mm
[1],[1]; v<[2]; [1],[1],<+[2]; ^+>,[1]; [2],[2]; v>[2]
12
24
mm
[1],[1]; v<[2]; [1],[1],<+[2]; ^+>,[1]; [2],[2]; v>[2],R
16
27
mm
[1],[1]; v<[2],R; ^+>,[1]; [1],[1]; v>[2]
10
24
mm
[1],[1]; v<[2],R; ^+>,[1]; [1],[1]; v>[2],R
14
28
mm
[1],[1]; v<[2],R; ^+>,[1]; <+[1],[3],^+[2]+[3]
12
28
mm
[1],[1]; v<[2],R; ^+>,[1]; [1],[1]; v<[3],R
11
28
mm
[1],[1]; v<[2],R; ^+>,[1]; [1],[1]; v<[3],R; <+[1],[3],^+[2]+[3]
16
34
mm
[1],[1]; v<[2],R; ^+>,[1]; [1],[1]; v<[3],R; [1],[1]; v>[2]
14
32
mm
[1],[1]; v<[2],R; ^+>,[1]; [1],[1]; v<[3],R; [1],[1]; v>[2],R
18
34
mm
[1],[1]; v<[3],R; ^,[3]; v>[3]
6
34
mm
[1],[1]; v<[3],R; <+[1],[3],^+[2]+[3]
9
34
mm
[1],[1]; v<[3],R; ^+>,[1]; [1],[1]; v>[2]
8
33
mm
[1],[1]; v<[3],R; ^+>,[1]; [1],[1]; v>[2],R
12
38
mm
[1],[1]; v<[3],R; <+[3]; ^+>,[3]; v>[3]
7
38
mm
[1],[1]; v<[3],R; <+[3]; ^+>,[1]; [1],[1]; v>[2]
9
37
mm
[1],[1]; v<[3],R; <+[3]; ^+>,[1]; [1],[1]; v>[2],R
13
41
mm
[1],[1],<+[2]; v>[2]
4
16
mmm
[1],[1],<+[2]; v>[2],R
6
22
mmm
[1],[1],<+[2]; v>[1]
4
17
mmm
[1],[1],<+[2]; v>[1],R
6
23
mmm
[1],[1],<+[2]; >>; [1],[1]; v>[2]
6
19
mmm
[1],[1],<+[2]; ^+>,[1]; [3]
5
20
mmm
[1],[1],<+[2]; <+[1],[3],^+[2]
6
21
mmm
[1],[1],<+[2]; ^+>,[1]; [2],[2]; v>[2]
7
22
mmm
[1],[1],<+[2]; ^+>,[1]; [2],[2]; v>[2],R
11
27
mmm
[1],[1],<+[2]; ^+>,[1]; [2],[2]; v<[2]; v>[1]
10
25
mmm
[1],[1],<+[2]; ^+>,[1]; [2],[2]; v<[2]; v>[1],R
12
30
mmm
[1],[1],<+[2]; ^+>,[1]; [2],[2]; v<[2],R; ^+>,[3]; v>[3]
12
32
mmm
[1],[1],<+[2]; ^+>,[1]; [2],[2]; v<[2],R; >; <+[1],[3],^+[2]+[3]
15
32
mmm
[1],[1],<+[2]; ^+>,[1]; [2],[2]; v<[2],R; >; [2],[2]; v>[2],R
17
32
mmm
[1],[1],<+[2]; >>; [2],[2]; v<[3],R; <+[1],[3],^+[2]
10
31
mmm
[1],[1],<+[2]; >>; [2],[2]; v<[3],R; <+[1],[3],^+[2]+[3]
12
33
mmm
[1],[1],<+[2]; >>; [2],[2]; v<[3],R; [1],[1]; v>[2]
10
30
mmm
[1],[1],<+[2]; >>; [2],[2]; v<[3],R; [1],[1]; v>[2],R
14
33
mmm
[1],[1],<+[2]; >>; [2],[2]; v<[3],R; [2],[2]; v<[2],R; ^+>,[3]; v>[3]
15
36
mmm
(from air) v>[3],R; v>[1]
2
19
a
(from air) v>[3],R; v>[1],R
4
27
a
(from air) v>[3],R; v<[2],R; ^+>,[3]; v>[3]
7
33
a
(from air) v>[3],R; v<[2],R; <+[1],[3],^+[2]+[3]
10
33
a
v<[2],R; ^+>,[3]; v>[3] (jump range)
6
22
m
v<[2],R; ^+>,[3]; v>[3]; v>[2] (jump range)
7
27
m
v<[2],R; ^+>,[3]; v>[3]; v>[2],R (jump range)
11
31
m
v<[2],R; ^+>,[1]; [1],[1]; v>[2],R (jump range)
12
26
m
v<[3],R; [1],[1]; v>[2]
5
27
m
v<[3],R; [1],[1]; v>[2],R
9
33
m
v<[3],R; <+[1],[3],^+[2]+[3]
7
32
m
v<[3],R; <+[3]; ^+>,[3]; v>[3]
5
36
m
v<[3],R; [1],[1]; v<[2]; v>[1]
8
30
m
v<[3],R; [1],[1]; v<[2]; v>[1],R
10
35
m
v<[3],R; [1],[1]; v<[2],R; <+[1],[3],^+[2]+[3]
13
38
m
Combo attacks - enemy caught in the lightning bomb
Combination
No of hits
Dmg.
Beginning hits
v<[1]; ^+>,[1]; [1],[1]; v<[2]; v>[1] (jump range)
8
26
l
v<[1]; ^+>,[1]; <+[1],[3],^+[2]+[3] (jump range)
7
28
l
v<[1]; ^+>,[3]; v>[3]; v>[2] (jump range)
4
30
l
v<[1]; ^+>,[3]; v>[3]; v>[2],R (jump range)
8
36
l
v<[1]; ^+>,[1]; [1],[1]; v<[3],R; [2],[2]; v>[2] (jump range)
9
34
l
v<[1]; ^+>,[1]; [1],[1]; v<[3],R; <+[1],[3],^+[2]+[3] (jump range)
11
38
l
v<[1]; ^+>,[3]; v>[3]; super (jump range)
9
48
l
Power. By holding down the power button, Cyborg can regenerate his life. It can be quickly stopped by charging.
Super move. Cyborg's super move begins with a medium range charge hitting on medium. It's a fast move which can be easily used to grab a jumping enemy. It also fits well as a finisher or short combos.
Special moves
Name
Combination
No of hits
Damage
Additional
Nova Blaster
<>[2]
1
8
Shot
Nova Blaster
<>[2],R
2
16
Shot
Nova Blaster (in air)
<>[2]
1
8
Shot
Nova Blaster (in air)
<>[2],R
2
16
Shot
Power Fist
v<[2]
1
12
Knockdown
Power Fist
v<[2],R
2
18
Knockdown
Techno Tackle
v<>[3]
2
9
Grab
Techno Tackle
v<>[3],R
3
16
Grab
Up Sonic Disruptor
v>[1]
1
8
Knockdown
Up Sonic Disruptor
v<[1]
1
8
Knockdown
Target Acquired
vv[3]
1
5
Juggle
Close Target Acquired
vv[3],<
1
5
Juggle
Far Target Acquired u
vv[3],>
1
5
Juggle
Forward Grapple
v,>+^
-
-
Haul forward
Back Grapple
v,<+^
-
-
Haul backward
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Android
[2],[2]
2
4
Open
hm
Humanity
[2],[2],[1]
3
12
Knockdown
hma
Comeback
[2],[2],[3]
3
8
Knockdown
hmm
Chrome Plated
[2],[1]
2
5
Open
hl
Man Within
[2],[1],<+[1]
3
11
Open
hlm
Solid Metal
<+[2],[1]
2
5
Open
mm
Blowout
<+[2],[1],[3]
3
11
Knockdown
mmm
Sideline
>+[1],[1]
2
12
Knockdown
mm
Lost Faith
<+[1],[3],[2]
3
13
Knockdown
lmm
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; <>[2]
3
11
hm
[2],[2]; v<[2]
3
15
hm
[2],[2]; v<[2],R
4
21
hm
[2],[2]; v>[1]
3
11
hm
[2],[2]; super
21
35
hm
[2],[2],[3]; <>[2]
4
15
hmm
[2],[1]; <>[2]
3
12
hl
[2],[1]; v<[2]
3
16
hl
[2],[1]; v<[2],R
4
21
hl
[2],[1]; super
21
36
hl
[2],[1],<+[1]; <>[2]
4
18
hlm
[2],[1],<+[1]; v<[2]
4
21
hlm
[2],[1],<+[1]; v<[2],R
5
27
hlm
[2],[1],<+[1]; v>[1]
4
18
hlm
[2],[1],<+[1]; <+[2],[1]
2
5
mm
[2],[1],<+[1]; <>[2]
3
12
mm
[2],[1],<+[1]; v<[2]
3
16
mm
[2],[1],<+[1]; v<[2],R
4
22
mm
[2],[1],<+[1]; v>[1]
3
12
mm
<+[2],[1],[3]; <>[2]
4
18
mmm
<+[2],[1],[3]; v<[2]
4
21
mmm
<+[2],[1],[3]; v<[2],R
5
27
mmm
<+[2],[1],[3]; v<>[3]
5
19
mmm
<+[2],[1],[3]; v<>[3],R
6
25
mmm
[3]; v<[2]
2
20
m
[3]; <>[2]
2
17
m
<+[3]; >; <+[2],[1],[3]; v<>[3]
6
25
m
<+[3]; ^+>,[3]; >+[1],[1]
4
27
m
<+[3]; ^+>,[3]; [3]; v<[2]
4
33
m
<+[3]; ^+>,[3]; [3]; v<[2],R
5
37
m
<+[3]; ^+>,[3]; [3]; v<>[3]
5
31
m
<+[3]; ^+>,[3]; [3]; v<>[3],R
6
36
m
<+[3]; ^+>,[3]; [3]; super
22
48
m
>+[3]; <+[2],[1],[3]; v<>[3]
6
25
a
>+[3]; ^+>,[3]; [3]; v<[2]
4
33
a
>+[3]; ^+>,[3]; [3]; v<[2],R
5
37
a
>+[3]; ^+>,[3]; [3]; v<>[3]
5
31
a
>+[3]; ^+>,[3]; [3]; v<>[3],R
6
36
a
Combo attacks - After grabbing the enemy with "Target Acquired"
Combination
No of hits
Dmg.
Beginning hits
vv[3]; >>; ^+>,[1]; [3]; v<[2] (range of vv[3])
4
25
a
vv[3]; >>; ^+>,[3]; [3]; v<[2] (range of vv[3])
4
28
a
vv[3]; <+[3]; ^+>,[3]; <+[2],[1]; v<[2] (range of vv[3])
6
29
a
vv[3]; <+[3]; ^+>,[3]; [3]; v<[2] (range of vv[3])
5
31
a
vv[3]; <+[3]; ^+>,[3]; [3]; v<[2],R (range of vv[3])
6
35
a
Combo attacks - Using "Target Acquired" and pushing the enemy into an explosion
Combination
No of hits
Dmg.
Beginning hits
vv[3]; >+[1],[1]; <+[3]; ^+>,[3]; [3]; v<[2] (close)
7
40
mm
vv[3]; [2],[2],[1]; <+[3]; ^+>,[3]; [3]; v<[2] (close)
8
39
hma
vv[3]; <+[2],[1],[3]; [3]; v<[2] (close)
6
29
mmm
vv[3]; <+[1],[3],[2]; <+[3]; ^+>,[3]; [3]; v<[2] (close)
8
36
lmm
Power. Deathstroke can switch into a focus mode which makes his shots unblockable. After the focus ends, Deathstroke will miss will all shots for a short period of time. Focus affects not only special attacks, but also combos which include shots like: [2],[3] ; [2],[3],[1] ; [1],[3],[2].
Super move. Deathstroke's super move begins with a very long charge. It's easy to hit the enemy using it, but it's still better to fix it into the end of a short combo if possible.
Special moves
Name
Combination
No of hits
Damage
Additional
Quick Fire
v>[2]
2
6
Shot
Quick Fire
v>[2],R
6
16
Shot
Low Shots
<v[2]
2
6
Shot, hits low
Low Shots
<v[2],R
4
11
Shot, hits low
Machine Gun
v>[1]
5
14
Shot
Machine Gun
v>[1],R
6
17
Shot, knockdown
Upward Machine Gun
v<[1]
5
14
Shot
Upward Machine Gun
v<[1],R
6
17
Shot, knockdown
Sword Spin
v<[3]
2
9
Short combo
Sword Spin
v<[3],R
3
13
Knockdown
Sword Spin
v<[3],v+R
2
9
Knockdown
Quick Fire (in air)
v>[2]
2
6
Shot
Sword Flip
v>[3]
3
8
Knockdown
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Carbine
[2],[1]
2
7
Open
hm
Terminator
[2],[1],[3]
3
13
Knockdown
hma
High Noon
[2],[3]
2
7
Shot
hm
Human Hunting
[2],[3],[1]
3
11
Juggle
hmm
Contract Killer
<+[2],[1]+^
2
9
Juggle
lm
Never Saw It
<+[2],[3]+v
2
11
Knockdown
ll
Tango Down
[1],[3]
2
6
Open
mm
Silent Approach
[1],[3],[2]
3
12
Knockdown
mmh
Search And Destroy
>+[1],[3]
2
10
Open
mm
Retractable Stock
<+[1],[1]
2
6
Open
am
Identity Crisis
<+[1],[1],[1]
3
12
Knockdown
ama
Checkmate
<+[1],[3]
2
8
Knockdown
am
Slade Way
<+[1],[3],[1]+>
3
16
Knockdown
amm
Cold Steel
[3],[1]
2
8
Open
mm
Diamond Blade
[3],[1],[3]
3
12
Knockdown
mmm
Kill Confirmed
[3],[1],[3],[2]
4
15
Knockdown
mmmm
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[1]; v>[2]
4
12
hm
[2],[1]; v>[2],R
8
21
hm
[2],[1]; <v[2]
4
12
hm
[2],[1]; <v[2],R
6
17
hm
[2],[1]; v>[1]
7
19
hm
[2],[1]; v>[1],R
8
22
hm
[2],[1]; v<[3]
4
15
hm
[2],[1]; v<[3],R
5
18
hm
[2],[1]; v<[3],R; >>; v>[3]
8
23
hm
[2],[1]; v<[3],R; v>[2]
7
22
hm
[2],[1]; v<[3],R; v>[2],R
11
29
hm
[2],[3],[1]; v>[1]
8
21
hmm
[2],[3],[1]; v>[1],R
9
24
hmm
[2],[3],[1]; >>; [2],[3],[1]
6
19
hmm
[2],[3],[1]; >>; [2],[1]; v>[3]
8
21
hmm
[2],[3],[1]; >>; [2],[1]; v>[1]
10
25
hmm
[2],[3],[1]; >>; [2],[1]; v>[1],R
11
28
hmm
[2],[3],[1]; ^+>,[1]; >+[1],[3]; v>[3]
9
25
hmm
[2],[3],[1]; ^+>,[1]; >+[1],[3]; v>[2]
8
25
hmm
[2],[3],[1]; ^+>,[1]; >+[1],[3]; v>[2],R
12
30
hmm
[2],[3],[1]; ^+>,[1]; <+[1],[3],[1]+>
7
27
hmm
[2],[3],[1]; ^+>,[1]; [2],[1]; v>[1]
11
29
hmm
[2],[3],[1]; ^+>,[1]; [3],[1]; v>[1]
11
29
hmm
[2],[3],[1]; ^+>,[1]; [3],[1]; v>[1],R
12
32
hmm
[2],[3],[1]; ^+>,[1]; [3],[1],[3],[2]; v>[2]
10
29
hmm
[2],[3],[1]; ^+>,[1]; [2],[1]; super
22
43
hmm
<+[2],[1]+^; v>[1]
7
19
lm
<+[2],[1]+^; v>[1],R
8
22
lm
<+[2],[1]+^; <+[2],[1]+^
4
15
lm
<+[2],[1]+^; [3],[1]; v>[3]
7
20
lm
<+[2],[1]+^; >+[1],[3]; v>[1]
9
24
lm
<+[2],[1]+^; [3],[1]; v>[2],R
10
26
lm
<+[2],[1]+^; [3],[1]; v>[1]
9
24
lm
<+[2],[1]+^; [3],[1]; v>[1],R
10
27
lm
<+[2],[1]+^; ^+>,[1]; [3],[1]; v>[1]
10
28
lm
<+[2],[1]+^; ^+>,[1]; [3],[1]; v>[1],R
11
30
lm
<+[2],[1]+^; ^+>,[1]; [3],[1],[3],[2]; v>[2]
9
27
lm
<+[2],[1]+^; ^+>,[1]; [2],[1],[3];
6
23
lm
<+[2],[1]+^; ^+>,[1]; [2],[1]; v>[1]
10
27
lm
<+[2],[1]+^; ^+>,[1]; [2],[1]; v>[1],R
11
29
lm
<+[2],[1]+^; >+[3]; [2],[1]; v>[2]
8
25
lm
<+[2],[1]+^; >+[3]; [2],[1]; v>[1]
10
28
lm
<+[2],[1]+^; >+[3]; [2],[1]; v>[1],R
11
30
lm
<+[2],[1]+^; >+[3]; [3],[1]; super
21
41
lm
[1],[3]; v<[3]
4
14
mm
[1],[3]; v<[3],R
5
17
mm
[1],[3]; v<[3],R; v>[2]
7
21
mm
[1],[3]; v<[3],R; v>[2],R
11
28
mm
>+[1],[3]; v>[2],R
8
22
mm
>+[1],[3]; v<[3]
4
16
mm
>+[1],[3]; v<[3],R
5
19
mm
>+[1],[3]; v<[3],R; v>[2]
7
23
mm
>+[1],[3]; v<[3],R; v>[2],R
11
29
mm
<+[1],[1]; v>[1]
7
18
am
<+[1],[1]; v>[1],R
8
22
am
<+[1],[1]; v<[3],R; >>; v>[3]
8
23
am
<+[1],[1]; v<[3],R; v>[2]
7
21
am
<+[1],[1]; v<[3],R; v>[2];R
11
28
am
[3],[1]; v>[1]
7
20
mm
[3],[1]; v>[1],R
8
24
mm
[3],[1]; v<[3],R; v>[2]
7
23
mm
[3],[1]; v<[3],R; v>[2],R
11
30
mm
[3],[1]; super
18
42
mm
[3],[1],[3]; v>[2]
5
17
mmm
[3],[1],[3]; v>[3]
6
19
mmm
[3],[1],[3]; >+[1],[3]
5
21
mmm
[3],[1],[3]; >+[1],[3]; ; v>[2]
7
24
mmm
[3],[1],[3]; >+[1],[3]; v>[2],R
11
31
mmm
[3],[1],[3],[2]; v>[2]
6
20
mmmm
[3]; v>[1]
6
18
m
[3]; v>[1],R
7
22
m
[3]; v<[3],R; >>; v>[3]
7
23
m
[3]; v<[3],R; v>[2]
6
21
m
[3]; v<[3],R; v>[2],R
10
29
m
<+[3]; ^+>,[3]; v>[2]
4
23
m
<+[3]; ^+>,[3]; >+[1],[3]; v>[2]
6
29
m
<+[3]; ^+>,[3]; >+[1],[3]; v>[2],R
10
34
m
<+[3]; ^+>,[3]; v<[3],R; v>[2]
7
31
m
<+[3]; ^+>,[3]; v<[3],R; v>[2],R
11
36
m
<+[3]; ^+>,[3]; [3],[1],[3],[2]; v>[2]
8
33
m
<+[3]; ^+>,[3]; [3],[1]; v>[1]
9
33
m
<+[3]; ^+>,[3]; [3],[1]; v>[1],R
10
35
m
>+[3]; <+[1],[3],[1]+>
4
23
a
>+[3]; [3],[1]; v>[1]
8
26
a
>+[3]; ^+>,[1]; [3],[1]; v>[2],R
10
31
a
>+[3]; ^+>,[1]; [3],[1]; v>[1]
9
30
a
>+[3]; ^+>,[3]; [1],[3]; v>[2]
6
27
a
>+[3]; ^+>,[3]; [1],[3]; v>[2],R
10
34
a
>+[3]; ^+>,[3]; [2],[1]; v>[1]
9
32
a
>+[3]; ^+>,[3]; [2],[1]; v>[1],R
10
34
a
>+[3]; ^+>,[3]; v<[3],R; v>[2],R
11
36
a
v<[3],R; >>; v>[3]
6
19
mma
v<[3],R; v>[2],R
9
25
mma
Power. Green Lantern can use his ring to temporarily increase the damage he deals (by around 10%) and power-up special attacks.
New properties of special moves after using the ring:
Rocket Power: the enemy hit by the first pair of rockets get knocked up.
Lantern's Might: the attack knocks the enemy up a bit, thanks to which you can connect two Lantern's Might in to a combo without using a power-up.
Minigun: the range of the attack increases.
Turbine: the attack is slightly faster.
Super move. Green Lantern begins his super move with an explosion. It's easy to hit with it, but the enemy has to be near. The super move can be combined into combos, though they shouldn't be too long as the attack quickly loses damage as the number of hits increases.
Special moves
Name
Combination
No of hits
Damage
Additional
Oa's Rocket
<>[2]
1
8
Shot
Oa's Rocket
<>[2],R
2
17
Shot, juggle
Rocket Power
v<[1]
1
10
Shot
Rocket Power
v<[1],R
2
18
Shot
Close Rocket Power
v<[1],<
1
10
Shot
Close Rocket Power
v<[1],<,R
2
18
Shot
Far Rocket Power
v<[1],>
1
10
Shot
Far Rocket Power
v<[1],>,R
2
18
Shot
Lantern's Might
v<[2]
2
6
Juggle
Lantern's Might
v<[2],R
3
10
Juggle
Minigun
<>[1]
4
7
Shot
Minigun
<>[1],R
14
20
Shot
Turbine Smash
<>[3]
1
8
Charge, knockdown
Turbine Smash
<>[3],R
1
8
Shot, knockdown
Turbine Smash (in air)
<>[3]
1
8
Charge, knockdown
Turbine Smash (in air)
<>[3],R
1
8
Shot, knockdown
Oa's Rocket (from air)
<>[2]
1
8
Shot
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Triple Barrage
[2],[1]
3
7
Open
hmm
Volley Smash
[2],[1],[3]
4
11
Knockdown
hmmh
Justice Is Served
<+[2],[1]
2
11
Knockdown
la
Parallel Nature
<+[2],[3]
2
7
Knockdown
lm
Warp Power
[1],[1]
2
5
Open
mm
Hyperbolic
[1],[1],[3]
3
9
Open
mmm
Grand Slam
[1],[1],[3],[2]
4
14
Knockdown
mmmm
True Might
>+[1],v+[2]
2
6
Knockdown
ma
Guardian
>+[1],v+[2],[3]
3
12
Knockdown
mam
Lantern Corps
<+[1],[3]
2
8
Open
mm
Brightest Day
<+[1],[3],[3]
3
16
Knockdown
mmm
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[1]; <>[2]
4
13
hmm
[2],[1]; <>[2],R
5
21
hmm
[2],[1]; v<[2]
5
12
hmm
[2],[1]; v<[2],R
6
15
hmm
[2],[1]; <>[1]
7
13
hmm
[2],[1]; <>[1],R
17
24
hmm
[2],[1]; <>[3]
4
13
hmm
[2],[1]; <>[2],R; [1],[1],[3]; <>[2]
9
31
hmm
[2],[1]; <>[2],R; [1],[1],[3]; v<[1],R; ^+>,[3]
12
37
hmm
[2],[1]; <>[2],R; [1],[1],[3]; v<[1],R; <+[3]; ^+>,[3]
13
40
hmm
[2],[1]; <>[2],R; <+[1]; v<[2],R; <+[3]; ^+>,[1]; [1],[1],[3]; v<[2]
16
44
hmm
[2],[1]; v<[2],R; <+[3]; ^+>,[3]; [1],[1],[3]; v<[2]
13
34
hmm
[2],[1]; v<[2],R; <+[3]; ^+>,[3]; <+[1]; <>[2],R; [1],[1],[3]; v<[2]
16
42
hmm
[2],[1],[3]; v<[2]
6
16
hmmh
[2],[1],[3]; v<[2],R
7
19
hmmh
[2],[1],[3]; v<[2],R; <+[3]; ^+>,[3]; [1],[1],[3]; v<[2]
14
37
hmmh
[2],[1],[3]; v<[2],R; <+[1]; <>[2],R; [1],[1],[3]; v<[2]
15
39
hmmh
<+[2],[3]; v<[2]
4
11
lm
<+[2],[3]; v<[2],R
5
14
lm
<+[2],[3]; <>[3]
3
13
lm
<+[2],[3]; <>[3],R
3
13
lm
<+[2],[3]; v<[2],R; <+[3]; ^+>,[3]; [1],[1],[3]; v<[2]
12
31
lm
<+[2],[3]; v<[2],R; <+[3]; ^+>,[3]; <+[2],[3]; <>[2],R; [1],[1],[3]; v<[2]
16
37
lm
<+[2],[3]; v<[2],R; <+[1]; <>[2],R; [1],[1],[3]; v<[2]
13
33
lm
[1],[1]; <>[1]
6
12
mm
[1],[1]; <>[1],R
16
23
mm
[1],[1]; <>[3]
3
12
mm
[1],[1]; <>[3],R
3
12
mm
[1],[1]; <>[2],R; [1],[1],[3],[2];
8
30
mm
[1],[1]; <>[2],R; [1],[1],[3]; v<[1],R; ^+>,[3]
11
36
mm
[1],[1]; <>[2],R; [1],[1],[3]; v<[1],R; <+[3]; ^+>,[3]
12
40
mm
[1],[1]; <>[2],R; <+[1]; v<[1],R; <+[3]; ^+>,[1]; [1],[1],[3]; v<[1]
15
44
mm
[1],[1]; v<[2],R; <+[3]; ^+>,[3]; [1],[1],[3]; v<[2]
12
34
mm
[1],[1]; v<[2],R; <+[3]; ^+>,[3]; <+[1]; <>[2],R; [1],[1],[3]; v<[2]
15
42
mm
[1],[1],[3]; <>[2]
4
15
mmm
[1],[1],[3]; <>[2],R
5
21
mmm
[1],[1],[3]; <>[1]
7
15
mmm
[1],[1],[3]; <>[2],R; [1],[1],[3],[2];
9
30
mmm
[1],[1],[3]; <>[2],R; [1],[1],[3]; v<[1],R; ^+>,[3]
12
35
mmm
[1],[1],[3]; <>[2],R; [1],[1],[3]; v<[1],R; <+[3]; ^+>,[3]
13
37
mmm
[1],[1],[3]; <>[2],R; <+[1]; v<[1],R; <+[3]; >; [1],[1],[3]; v<[1]
15
39
mmm
[1],[1],[3]; v<[2],R; <+[3]; ^+>,[3]; [1],[1],[3]; v<[2]
13
33
mmm
[1],[1],[3]; v<[2],R; <+[3]; [1],[1],[3]; <>[2],R; [1],[1],[3]; v<[2]
17
35
mmm
[1],[1],[3]; v<[2],R; <+[3]; ^+>,[1]; <+[1]; <>[2],R; [1],[1],[3]; v<[2]
16
37
mmm
>+[1],v+[2]; <>[2]
3
13
ma
>+[1],v+[2]; <>[2],R
4
20
ma
>+[1],v+[2]; <>[3]
3
13
ma
>+[1],v+[2]; <>[2],R; [1],[1],[3],[2];
8
30
ma
>+[1],v+[2]; <>[2],R; [1],[1],[3]; v<[1],R; <+[3]; ^+>,[3]
12
39
ma
>+[1],v+[2]; <>[2],R; <+[1]; v<[1],R; <+[3]; >; [1],[1],[3]; v<[1]
14
41
ma
>+[1],v+[2]; v<[2],R; <+[3]; ^+>,[1]; [1],[1],[3]; v<[2]
12
31
ma
>+[1],v+[2]; v<[2],R; <+[3]; [1],[1],[3]; <>[2],R; [1],[1],[3]; v<[2]
16
36
ma
>+[1],v+[2]; v<[2],R; <+[3]; ^+>,[1]; <+[1]; <>[2],R; [1],[1],[3]; v<[2]
15
39
ma
<+[1],[3]; <>[2]
3
15
mm
<+[1],[3]; <>[2],R
4
23
mm
<+[1],[3]; <>[1]
6
15
mm
<+[1],[3]; <>[1],R
16
26
mm
<+[1],[3]; <>[3]
3
15
mm
>+[1],v+[2]; <>[2],R; <+[1],[3],[3];
7
34
mm
>+[1],v+[2]; <>[2],R; [1],[1],[3]; v<[1],R; <+[3]; ^+>,[3]
12
43
mm
>+[1],v+[2]; <>[2],R; <+[1]; v<[1],R; <+[3]; >; [1],[1],[3]; v<[1]
14
45
mm
>+[1],v+[2]; v<[2],R; <+[3]; ^+>,[3]; [1],[1],[3]; v<[2]
12
37
mm
>+[1],v+[2]; v<[2],R; <+[3]; [1],[1],[3]; <>[2],R; [1],[1],[3]; v<[2]
16
40
mm
<+[1],[3]; v<[2],R; <+[3]; ^+>,[1]; <+[1]; <>[2],R; [1],[1],[3]; v<[2]
15
45
mm
<+[3]; ^+>,[3]; <+[1],[3],[3]
5
30
m
<+[3]; ^+>,[3]; [2],[1]; <>[1],R
18
35
m
<+[3]; ^+>,[3]; <+[1]; <>[2]
4
28
m
<+[3]; ^+>,[3]; <+[2],[3]; <>[3]
5
28
m
<+[3]; ^+>,[3]; [1],[1]; <>[2]
5
27
m
<+[3]; ^+>,[3]; [1],[1],[3]; <>[2]
6
30
m
<+[3]; ^+>,[3]; [2],[1]; <>[2]
6
28
m
<+[3]; ^+>,[3]; <+[1],[3]; <>[2]
5
29
m
<+[3]; ^+>,[3]; <+[1]; <>[2],R; <+[1]; <>[2]
7
40
m
<+[3]; ^+>,[3]; <+[1]; <>[2],R; <+[1],[3],[3]
8
42
m
<+[3]; ^+>,[3]; <+[1]; <>[2],R; <+[1]; v<[2],R; <+[1]; v<[2]
12
45
m
<+[3]; ^+>,[3]; <+[1]; <>[2],R; <+[1]; v<[2],R; ^+>,[3]
10
45
m
<+[3]; ^+>,[3]; [1],[1],[3]; <>[2],R; [1],[1],[3]; v<[2]
12
39
m
<+[3]; ^+>,[3]; [1],[1],[3]; <>[2],R; [1],[1],[3]; v<[2],R; ^+>,[3]
14
43
m
<+[3]; ^+>,[3]; [1],[1],[3]; <>[2],R; [1],[1],[3]; v<[2],R; <+[1]; v<[2]
16
43
m
>+[3]; ^+>,[1]; <+[1],[3],[3]
5
27
a
>+[3]; ^+>,[3]; [2],[1],[3]; v<[2]
8
30
a
>+[3]; ^+>,[1]; [1],[1],[3]; v<[2],R; ^+>,[1]; [1],[1],[3]; v<[2]
14
35
a
>+[3]; ^+>,[1]; <+[1]; v<[2],R; ^+>,[1]; [1],[1],[3]; v<[2]
12
36
a
>+[3]; ^+>,[1]; [1],[1],[3]; <>[2],R; [1],[1],[3]; v<[2]
12
36
a
>+[3]; ^+>,[1]; <+[1]; <>[2],R; [1],[1],[3]; v<[2],R; [1],[1],[3]; v<[2]
16
43
a
v<[2],R; <+[1],[3],[3]
6
22
m
v<[2],R; <+[3]; ^+>,[3]; [1],[1],[3],[2]
9
32
m
v<[2],R; <+[3]; ^+>,[3]; <+[1]; <>[2],R; [1],[1],[3]; v<[2]
13
41
m
<>[2],R; [1],[1],[3]; <>[2] (jump distance or less)
6
29
hm
<>[2],R; >+[3]; [1],[1],[3],[2] (jump distance)
7
34
hm
<>[2],R; <+[1]; v<[2],R; <+[3]; ^+>,[3] (jump distance or less)
8
40
hm
<>[2],R; ^+>,[1]; [1],[1],[3],[2] (jump distance)
7
33
hm
<>[2],R; ^+>,[1]; [1],[1],[3]; v<[2],R; <+[3]; ^+>,[3] (jump distance)
11
42
hm
<>[2],R; ^+>,[1]; <+[1]; v<[2],R; <+[3]; ^+>,[1]; [1],[1],[3]; v<[2] (jump distance)
14
46
hm
[4]; v<[2]; v<[2]
4
13
m
[4]; v<[2]; <>[3]
3
14
m
[4]; v<[2]; <+[2],[3]; <>[3]
5
19
m
[4]; v<[2]; v<[2],R; ^+>,[1]; [1],[1],[3]; v<[2]
11
30
m
[4]; v<[2]; v<[2],R; <+[3]; ^+>,[3]; [1],[1],[3]; v<[2]
12
37
m
Power. Shazam can summon lightning into his hands, therefore greatly increasing damage dealt with fists. Other attacks (such as kicks, special attacks and the super move) don't change their properties.
Super move. Shazam's super move begins with a short range punch. It's hard to catch the enemy with this attack, so it's best to combine it into a combo. Shazam's Power doesn't influence the damage of the super move.
Special moves
Name
Combination
No of hits
Damage
Additional
Atlas Torpedo
<>[1]
1
9
Charge, above head
Atlas Torpedo
<>[1],R
2
15
Charge, above head
Bolt of Zeus
v<[1]
1
7
Shot
Bolt of Zeus
v<[1],R
1
13
Shot, knockdown
Herculean Might
v<>[2]
2
12
Throw
Herculean Might
v<>[2],R
2
7
Throw, juggle
Achilles' Clutch
v<[2]
2
9
Throw on a crouching enemy
Achilles' Clutch
v<[2],R
4
14
Juggle, throw on a crouching enemy
Advancing Mercury Storm
v>[3]
-
-
Teleport forward
Eluding Mercury Storm
v<[3]
-
-
Teleport backward
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
One Two Punch
[2],[2]
2
5
Open
hm
Solomon's Wisdom
[2],[1]
2
5
Open
hm
Hercules' Strength
[2],[2],[1]
3
11
Knockdown
hmm
Atlas' Stamina
[2],[1],<+[3]
3
11
Knockdown
hmm
Zeus' Power
[2],[1],>+[3]
3
11
Knockdown
hmm
Achilles' Courage
>+[2],[1]
2
6
Juggle
ha
Mercury's Speed
<+[2],[1]
2
5
Open
hm
Mighty Colossus
<+[2],[1],[3]
3
11
Knockdown
hml
One
[1],[1]
2
6
Knockdown
mm
Mighty Charge
<+[1],[3]
2
9
Knockdown
am
Mighty Force
>+[1],[1]
2
6
Open
mm
Roaring Strike
>+[1],[1],[3]
3
12
Juggle
mmm
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; <>[1]
3
13
hm
[2],[2]; <>[1],R
4
18
hm
[2],[1]; <>[1]
3
13
hm
[2],[1]; <>[1],R
4
18
hm
[2],[2],[1]; <>[1]
4
18
hmm
[2],[2],[1]; <>[1],R
5
22
hmm
>+[2],[1]; <>[1]
3
14
ha
>+[2],[1]; <>[1],R
4
18
ha
>+[2],[1]; v<>[2]
4
16
ha
>+[2],[1]; v<[2]
4
14
ha
>+[2],[1]; v<[2],R
6
18
ha
>+[2],[1]; [1],[1]; v<>[2]
6
19
ha
>+[2],[1]; [1],[1]; v<>[2],R; [2],[2],[1]
9
22
ha
[4]; >+[2],[1]; [1],[1]; v<>[2],R; [2],[2],[1]
9
30
ha
>+[2],[1]; v<[2],R; >+[2],[1]; <>[1]
9
28
ha
[4]; >+[2],[1]; v<[2],R; >+[2],[1]; <>[1]
9
28
ha
>+[2],[1]; v<[2],R; [2],[2],[1]
9
26
ha
[4]; >+[2],[1]; v<[2],R; [2],[2],[1]
9
37
ha
>+[2],[1]; v<[2],R; [2],[2]; v<>[2],R; [2],[2]; <>[1]
13
34
ha
[4]; >+[2],[1]; v<[2],R; [2],[2]; v<>[2],R; [2],[2]; <>[1]
13
48
ha
[4]; >+[2],[1]; v<[2],R; [2],[2]; v<>[2],R; [2],[2],[1]
13
50
ha
>+[2],[1]; v<>[2],R; ^+>,[3]; [2],[2],[1]
8
28
ha
[4]; >+[2],[1]; v<>[2],R; ^+>,[3]; [2],[2],[1]
8
41
ha
>+[2],[1]; v<>[2],R; ^+>,[3]; [2]; v<[2],R; [2],[2]; <>[1]
13
39
ha
[4]; >+[2],[1]; v<>[2],R; ^+>,[3]; [2]; v<[2],R; [2],[2]; <>[1]
13
52
ha
<+[2],[1]; <>[1]
3
13
hm
<+[2],[1]; <>[1],R
4
18
hm
[1],[1]; <>[1]
3
13
mm
[1],[1]; <>[1],R
4
17
mm
[1],[1]; v<>[2]
4
15
mm
[1],[1]; v<>[2],R; [2],[2],[1]; <>[1]
8
23
mm
[4]; [1],[1]; v<>[2],R; [2],[2],[1]; <>[1]
8
33
mm
[1],[1]; v<>[2],R; ^+>,[3]; [2],[2],[1]
8
25
mm
[4]; [1],[1]; v<>[2],R; ^+>,[3]; [2],[2],[1]
8
37
mm
[1],[1]; v<>[2],R; ^+>,[3]; [2]; v<[2],R; [2],[2]; <>[1]
13
35
mm
[4]; [1],[1]; v<>[2],R; ^+>,[3]; [2]; v<[2],R; [2],[2]; <>[1]
13
47
mm
>+[1],[1]; <>[1]
3
14
mm
>+[1],[1]; <>[1],R
4
19
mm
>+[1],[1]; v<>[2]
4
17
mm
>+[1],[1]; v<>[2],R; [2],[2],[1]; <>[1]
8
26
mm
[4]; >+[1],[1]; v<>[2],R; [2],[2],[1]; <>[1]
8
43
mm
>+[1],[1]; v<>[2],R; ^+>,[3]; [2],[2],[1]; <>[1]
9
34
mm
[4]; >+[1],[1]; v<>[2],R; ^+>,[3]; [2],[2],[1]; <>[1]
9
53
mm
>+[1],[1]; v<>[2],R; ^+>,[3]; [2]; v<[2],R; [2],[2]; <>[1]
13
41
mm
[4]; >+[1],[1]; v<>[2],R; ^+>,[3]; [2]; v<[2],R; [2],[2]; <>[1]
13
60
mm
>+[1],[1],[3]; <>[1]
4
19
mmm
>+[1],[1],[3]; <>[1],R
5
23
mmm
>+[1],[1],[3]; v<[2]
5
19
mmm
>+[1],[1],[3]; v<[2],R
7
23
mmm
>+[1],[1],[3]; [1],[1]; <>[1]
6
22
mmm
>+[1],[1],[3]; [1],[1]; v<>[2]
7
24
mmm
>+[1],[1],[3]; [2],[2],[1]; <>[1]
7
26
mmm
[4]; >+[1],[1],[3]; [2],[2],[1]; <>[1]
7
42
mmm
>+[1],[1],[3]; [2],[1]; v<>[2],R; [2],[2],[1]
10
27
mmm
[4]; >+[1],[1],[3]; [2],[1]; v<>[2],R; [2],[2],[1]
10
49
mmm
>+[1],[1],[3]; [2]; v<[2],R; [2],[2],[1]
11
32
mmm
[4]; >+[1],[1],[3]; [2]; v<[2],R; [2],[2],[1]
11
50
mmm
>+[1],[1],[3]; [2]; v<[2],R; [2],[2]; v<>[2],R; [2],[2]; <>[1]
15
39
mmm
[4]; >+[1],[1],[3]; [2]; v<[2],R; [2],[2]; v<>[2],R; [2],[2]; <>[1]
15
59
mmm
>+[1],[1],[3]; [2],[1]; super
10
43
mmm
[4]; >+[1],[1],[3]; [2],[1]; super
10
55
mmm
<+[3]; ^+>,[3]; [2],[2],[1]
5
27
m
[4]; <+[3]; ^+>,[3]; [2],[2],[1]
5
45
m
<+[3]; ^+>,[3]; [2],[2]; <>[1]
5
28
m
[4]; <+[3]; ^+>,[3]; [2],[2]; <>[1]
5
43
m
<+[3]; ^+>,[3]; >+[1],[1]; v<>[2]
6
31
m
[4]; <+[3]; ^+>,[3]; >+[1],[1]; v<>[2]
6
43
m
<+[3]; ^+>,[3]; >+[1],[1]; v<>[2],R; [2],[2],[1]
9
33
m
[4]; <+[3]; ^+>,[3]; >+[1],[1]; v<>[2],R; [2],[2],[1]
9
53
m
<+[3]; ^+>,[3]; [2],[2]; super
9
46
m
[4]; <+[3]; ^+>,[3]; [2],[2]; super
9
61
m
>+[3]; ^+>,[3]; [2],[2],[1]
5
27
a
[4]; >+[3]; ^+>,[3]; [2],[2],[1]
5
45
a
>+[3]; >+[1],[1]; v<>[2],R; [2],[2],[1]
8
27
a
[4]; >+[3]; >+[1],[1]; v<>[2],R; [2],[2],[1]
8
44
a
>+[3]; ^+>,[3]; [2],[2]; v<>[2],R; [2],[2],[1]
9
33
a
[4]; >+[3]; ^+>,[3]; [2],[2]; v<>[2],R; [2],[2],[1]
9
56
a
>+[3]; ^+>,[3]; [2]; v<[2],R; [2],[2]; v<>[2],R; [2],[2]; <>[1]
14
43
a
[4]; >+[3]; ^+>,[3]; [2]; v<[2],R; [2],[2]; v<>[2],R; [2],[2]; <>[1]
14
65
a
v<>[2],R; ^+>,[3]; [2],[2],[1]
6
25
throw
[4]; v<>[2],R; ^+>,[3]; [2],[2],[1]
6
42
throw
v<>[2],R; ^+>,[3]; [2],[2]; v<>[2]
7
29
throw
[4]; v<>[2],R; ^+>,[3]; [2],[2]; v<>[2]
7
42
throw
v<>[2],R; ^+>,[3]; [2]; v<[2],R; [2],[2]; <>[1]
11
39
throw
[4]; v<>[2],R; ^+>,[3]; [2]; v<[2],R; [2],[2]; <>[1]
11
54
throw
v<>[2],R; ^+>,[3]; [2]; v<[2],R; [2],[2]; <>[1]
11
39
throw
[4]; v<>[2],R; ^+>,[3]; [2]; v<[2],R; [2],[2]; <>[1]
11
54
throw
v<[2],R; [2],[2],[1]; <>[1] (on a crouching enemy)
8
30
throw
[4]; v<[2],R; [2],[2],[1]; <>[1] (on a crouching enemy)
8
43
throw
v<[2],R; [2],[1]; v<>[2],R; [2],[2],[1] (on a crouching enemy)
11
32
throw
[4]; v<[2],R; [2],[1]; v<>[2],R; [2],[2],[1] (on a crouching enemy)
11
51
throw
Power. After using the power, Harley can use not one but three random gadgets.
Mr, J - increases damage dealt by Harley.
Ivy's Flower - regenerates health for a brief time.
TNT - throw TNT which deals great damage and juggles the enemy.
Super move. Harley's super move begins with a hammer strike followed by its throw. In the end Harley knocks up the enemy with an explosive pie. Before the enemy falls down, you can perform a combo on him. Example combos can be found at the end of the table.
Special moves
Name
Combination
No of hits
Damage
Additional
Pop Pop
v<[1]
1
5-11
Shot, unblockable after power-up
Pop Pop
v<[1],R
1
5-11
Like above, with a short cooldown time
Line of Fire
v>[2]
1
4
Shot
Line of Fire
v>[2],R
2
9
Shot
Heads Up
v<[2]
1
4
Upwards shot
Heads Up
v<[2],R
2
9
Upwards shot
Oopsy Daisy (in air)
v<[2]
1
4
Shot
Oopsy Daisy (in air)
v<[2],R
2
9
Shot
Cupcake Bomb
<>[1]
1
9
Lobbed shot
Cupcake Bomb
<>[1],R
3
13
Lobbed shot, juggle
Play Doctor
v<>[2]
3
10
Throw
Play Doctor
v<>[2],R
3
10
Throw, poison (around 7 additional damage)
Silly Slide
<>[3]
-
-
Charge
Tantrum Stance
v<[3]
1
5
Special stance, slide
Forward Cartwheel
v<[3],[2]
2
3
Juggle
Hand Stand
v<[3],[1]
1
5
Undercut
Bullet Frenzy
v<[3],[3]
5
7
Shot
Forward Somersault
v<[3],>
-
-
Forward roll
Backward somersault
v<[3],<
-
-
Backward roll
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Naughty Naughty
[2],[2]
2
5
Open
hm
I Hope It Hurts
[2],[2],[1]
4
14
Knockdown
hmmm
Girl's Best Friend
[2],[1]
2
6
Open
hm
Rude Joke
[2],[1],[3]
3
10
Juggle
hmm
Irresistible
<+[2],[1]
2
8
Open
mm
Let's Play
<+[2],[1],[2]
3
14
Knockdown
mmm
For Mistah J.
>+[2],[3]
2
12
-
ha
Miss Me
[1],<+[3]
3
13
Knockdown
mml
Hi Puddin
[1],v+[3]
2
11
Knockdown
ml
Pleased To Meetcha
[1],^+[3]
2
7
Juggle
mm
He Loves Me
<+[1],[1]
2
10
Open
lm
Don't Get Hurt
>+[1],[1]
3
13
-
amm
That's Cute
>+[1],[3]
2
14
Juggle
am
Lollipops
[3],[3]
3
14
Knockdown
mmm
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; v>[2]
3
9
hm
[2],[2]; v>[2],R
4
13
hm
[2],[2]; v<[3],[2]
5
12
hm
[2],[2]; v<[3],[1]
4
14
hm
[2],[2]; v<[3],[3]
8
16
hm
[2],[2]; v<[3],[2]; v>[2]
6
15
hm
[2],[2]; v<[3],[2]; v<[3],[3]
11
21
hm
[2],[2]; v<[3],[2]; ^+>,[3]; [2],[2],[1]
10
29
hm
[2],[2]; v<[3],[2]; <+[3]; ^+>,[3]; [2],[2],[1]
11
33
hm
[2],[2]; v<[3],[2]; <+[3]; ^+>,[3]; [2],[2]; v<>[2]
13
33
hm
[2],[2]; v<[3],[2]; <+[3]; ^+>,[3]; [2],[2]; v<[3],[3]
15
34
hm
[2],[2]; v<[3],[2]; <+[3]; ^+>,[1]; <+[2],[1],[2]; v>[2]
11
33
hm
[2],[2]; v<[3],[2]; <+[3]; ^+>,[1]; <+[2],[1],[2]; v>[2],R
12
35
hm
[2],[2]; v<[3],[2]; <+[3]; ^+>,[3]; super
10
44
hm
[2],[2],[1]; v>[2]
5
17
hmmm
[2],[2],[1]; v>[2],R
6
21
hmmm
[2],[2],[1]; v<[3],[2]
7
20
hmmm
[2],[2],[1]; v<[3],[1]
6
22
hmmm
[2],[2],[1]; v<[3],[3]
10
23
hmmm
[2],[2],[1]; ^+>,[1]; [2],[2],[1]
9
29
hmmm
[2],[2],[1]; ^+>,[1]; [2],[1]; v<>[2]
11
30
hmmm
[2],[1]; v>[2]
3
9
hm
[2],[1]; v>[2],R
4
14
hm
[2],[1]; v<[3],[1]
4
15
hm
[2],[1]; v<[3],[3]
8
17
hm
[2],[1]; v<[3],[1]; v>[2]
6
16
hm
[2],[1]; v<[3],[2]; v<[3],[3]
11
22
hm
[2],[1]; v<[3],[2]; ^+>,[3]; [2],[2],[1]
10
30
hm
[2],[1]; v<[3],[2]; <+[3]; ^+>,[3]; [2],[2],[1]
11
34
hm
[2],[1]; v<[3],[2]; <+[3]; ^+>,[3]; [2],[2]; v<>[2]
13
34
hm
[2],[1]; v<[3],[2]; <+[3]; ^+>,[3]; [2],[2]; v<[3],[3]
15
35
hm
[2],[1]; v<[3],[2]; <+[3]; ^+>,[1]; <+[2],[1],[2]; v>[2]
11
33
hm
[2],[1]; v<[3],[2]; <+[3]; ^+>,[1]; <+[2],[1],[2]; v>[2],R
12
35
hm
[2],[1]; v<[3],[2]; <+[3]; ^+>,[3]; super
10
44
hm
[2],[1],[3]; >+[2],[3]
5
19
hmm
[2],[1],[3]; [1],^+[3]; v<>[2]
9
21
hmm
[2],[1],[3]; [1],^+[3]; <+[2],[1],[2];
8
24
hmm
[2],[1],[3]; <+[2],[1],[2]; v>[2]
7
24
hmm
[2],[1],[3]; ^+>,[1]; [2],[2],[1]
8
25
hmm
[2],[1],[3]; ^+>,[1]; [2],[1]; v<>[2]
10
26
hmm
[2],[1],[3]; ^+>,[1]; [2],[1]; v<[3],[3]
12
27
hmm
[2],[1],[3]; ^+>,[1]; [2],[1]; super
9
42
hmm
<+[2],[1],[2]; v>[2]
4
18
mmm
<+[2],[1],[2]; v>[2],R
5
22
mmm
<+[2],[1],[2]; v<>[2]
7
23
mmm
[1],<+[3]; v>[2]
3
8
mml
[1],<+[3]; v>[2],R
4
13
mml
[1],<+[3]; v<[3],[1]
4
14
mml
[1],<+[3]; v<[3],[3]
8
16
mml
[1],<+[3]; v<[3],[2]; v<[3],[3]
11
21
mml
[1],<+[3]; v<[3],[2]; ^+>,[3]; [2],[2],[1]
10
29
mml
[1],<+[3]; v<[3],[2]; <+[3]; ^+>,[3]; [2],[2],[1]
11
33
mml
[1],<+[3]; v<[3],[2]; <+[3]; ^+>,[3]; [2],[2]; v<[3],[3]
15
34
mml
[1],<+[3]; v<[3],[2]; <+[3]; ^+>,[1]; <+[2],[1],[2]; v>[2]
11
32
mml
[1],<+[3]; v<[3],[2]; <+[3]; ^+>,[3]; super
10
43
mml
[1],^+[3]; v<>[2]
6
14
mm
[1],^+[3]; <>[1]
3
14
mm
[1],^+[3]; <>[1],R
5
16
mm
[1],^+[3]; [1],^+[3]
4
12
mm
[1],^+[3]; [1],^+[3]; <+[2],[1],[2]; v>[2]
8
22
mm
[1],^+[3]; ^+>,[3]; [2],[2],[1]
7
24
mm
[1],^+[3]; ^+>,[3]; [2],[2]; v<[3],[3]
11
26
mm
[1],^+[3]; <+[3]; ^+>,[3]; [2],[2]; v<[3],[3]
12
29
mm
[1],^+[3]; <+[3]; ^+>,[1]; <+[2],[1],[2]; v>[2]
8
28
mm
[1],^+[3]; <+[3]; ^+>,[3]; super
7
40
mm
<+[1],[1]; v>[2]
3
13
lm
<+[1],[1]; v>[2],R
4
18
lm
<+[1],[1]; v<[3],[1]
4
19
lm
<+[1],[1]; v<[3],[3]
8
20
lm
<+[1],[1]; v<[3],[2]; v>[2]
6
20
lm
<+[1],[1]; v<[3],[2]; v<[3],[3]
11
25
lm
<+[1],[1]; v<[3],[2]; ^+>,[3]; [2],[2],[1]
10
34
lm
<+[1],[1]; v<[3],[2]; <+[3]; ^+>,[3]; [2],[2],[1]
11
38
lm
<+[1],[1]; v<[3],[2]; <+[3]; ^+>,[3]; [2],[2]; v<[3],[3]
15
39
lm
<+[1],[1]; v<[3],[2]; <+[3]; ^+>,[1]; <+[2],[1],[2]; v>[2]
11
37
lm
<+[1],[1]; v<[3],[2]; <+[3]; ^+>,[3]; super
10
48
lm
>+[1],[3]; v<[2]
3
17
am
>+[1],[3]; v<[2],R
4
20
am
>+[1],[3]; <>[1]
3
20
am
>+[1],[3]; <>[1],R
5
23
am
>+[1],[3]; ^+>,[1]; [2],[2],[1]
7
28
am
>+[1],[3]; ^+>,[1]; [2],[1]; v<>[2]
9
29
am
>+[1],[3]; <>[3]; [2],[2],[1]; v>[2]
7
27
am
>+[1],[3]; <>[3]; [2],[1]; super
7
42
am
>+[1],[3]; ^+>,[1]; [2],[1]; super
8
45
am
v<[3],[2]; v<>[2]
7
16
lmm
v<[3],[2]; v<[3],[3]
9
17
lmm
v<[3],[2]; >+[2],[3]
5
17
lmm
v<[3],[2]; ^+>,[1]; [2],[2],[1]
8
23
lmm
v<[3],[2]; ^+>,[3]; [2],[2],[1]
8
27
lmm
v<[3],[2]; ^+>,[1]; <+[2],[1],[2]; v>[2]
8
26
lmm
v<[3],[2]; ^+>,[1]; [1],^+[3]; v<>[2]
10
24
lmm
v<[3],[2]; <+[3]; ^+>,[3]; [2],[2],[1]
9
31
lmm
v<[3],[2]; <+[3]; ^+>,[3]; [2],[2]; v<>[2]
11
31
lmm
v<[3],[2]; <+[3]; ^+>,[3]; [2],[2]; v<[3],[3]
13
32
lmm
v<[3],[2]; <+[3]; ^+>,[1]; [2],[1]; v<[3],[3]
13
30
lmm
v<[3],[2]; <+[3]; ^+>,[1]; <+[2],[1],[2]; v>[2]
9
31
lmm
<+[3]; ^+>,[1]; <+[2],[1],[2]; v>[2]
6
28
m
<+[3]; ^+>,[3]; [2],[2]; v<>[2]
8
29
m
<+[3]; ^+>,[3]; [2],[1]; v<[3],[3]
10
30
m
<+[3]; ^+>,[3]; [2],[1]; super
7
45
m
>+[3]; ^+>,[1]; <+[2],[1],[2]; v>[2]
6
28
a
>+[3]; ^+>,[3]; [2],[2]; v<>[2]
8
29
a
>+[3]; ^+>,[3]; [2],[1]; v<[3],[3]
10
30
a
>+[3]; ^+>,[3]; [2],[1]; super
7
45
a
super; ^+>,[1]; [2],[2],[1]
8
49
hm
super; ^+>,[1]; [2],[1]; v<[3],[3]
12
51
hm
Combo attacks after TNT throw
TNT [4]; >+[1],[3] (jump distance)
3
26
Unb.
TNT [4]; [3]; v<>[2] (jump distance)
6
27
Unb.
TNT [4]; ^+>,[1]; [2],[2],[1]; v>[2] (jump distance)
7
33
Unb.
TNT [4]; ^+>,[1]; [2],[1]; v<[3],[3] (jump distance)
10
33
Unb.
TNT [4]; <+[3]; ^+>,[1]; [2],[1]; v<[3],[3] (jump distance)
11
37
Unb.
Power. Hawkgirl can enter fly mode at almost any time. Apart from access to all special moves marked as "in air", she also received three additional ones. They can be connected in combos: [2],[1] - [2],[3] - [2],[1],[3] -[1],[3].
Super move. Hawkgirl's super move begins with a high range charge hitting "above head". It's not very hard to hit the enemy with it, but it's still best to put it into a combo.
Special moves
Name
Combination
No of hits
Damage
Additional
Mace Charge
<>[1]
1
13
Charge
Mace Charge
<>[1],R
2
21
Charge
Mace Charge (from air)
<>[1]
1
13
Charge
Mace Charge (from air)
<>[1],R
2
21
Charge
Mace Toss
v<[2]
1
8
Shot
Mace Toss
v<[2],R
2
18
Shot, charge
Mace Toss (from air)
v>[2]
1
7
Shot
Mace Toss (from air)
v>[2],R
2
17
Shot, charge
Downward Mace (in air)
v<[2]
1
7
Shot
Downward Mace (in air)
v<[2],R
2
17
Shot, charge
Heavenward Stomp (from air)
v+[3]
1
9
Charge
Wing Evade
v<[1]
-
-
Special stance
Wing Evade
v<[1],[1]
1
5
Juggle, above head
Wing Evade
v<[1],[2]
1
13
Shot
Wing Evade
v<[1],[3]
1
10
Charge
Basic attacks
Name
Combination
No of hits
Dmg.
Additional
Hits
Mace Smash
[2],[2]
2
5
Open
hm
Morning Star
[2],[2],[1]
3
11
Juggle
hmm
Meteor Hammer
[2],[1]
2
6
Open
hm
Mace Maximum
[2],[1],[3]
3
10
Juggle
hmm
Birds Of Prey
[2],[1],<+[3]
3
12
Knockdown
hmm
Crashing Nth
<+[2],[3]
5
14
Knockdown
mmmmm
Betrayal
>+[2],[2]
2
8
Open
hm
Tactical Strike
>+[2],[3]
2
10
Knockdown
hm
Short Fuse
[1],[1]
2
8
Open
ma
Thanagarian Strength
[1],[1],^+[3]
3
16
Knockdown
mam
Dawn Star
<+[1],[1]
2
7
Open
ml
The Old Ones
<+[1],[1],<+[3]
3
13
Knockdown
mll
Golden Age
<+[1],[3]
3
12
Knockdown
maa
Heavy Nth
[3],[1]
2
9
Open
mm
Bloody War
[3],[1],<+[2]
3
17
Knockdown
mmm
Additional attack and combos while in the air
Name
Combination
No of hits
Damage
Additional
Soaring Hawk
[4]
-
-
Enter fly mode
Mace Jab
[2]
1
5
Single hit
Flip Kick
[1]
1
7
Juggle, knock enemy up
Double Kick
[3]
1
11
Knockdown
-
[2]; [1]
2
11
Air combo
-
[2]; [3]
2
15
Air combo
-
[2]; [1]; [3]
3
21
Air combo
-
[1]; [3]
2
17
Air combo
Combo attacks
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; <>[1]
3
17
hm
[2],[2]; <>[1],R
4
24
hm
[2],[2]; v<[2]
3
12
hm
[2],[2]; v<[2],R
4
21
hm
[2],[2]; [4]; [1]; [3];
4
21
hm
[2],[2]; [4]; [1]; <>[1]
4
22
hm
[2],[2]; [4]; [1]; <>[1],R
5
29
hm
[2],[2]; [4]; [1]; v<[2]
4
17
hm
[2],[2]; [4]; [1]; v<[2],R
5
25
hm
[2],[2]; [4]; [1]; v+[3]
4
19
hm
[2],[2],[1]; <>[1]
4
22
hmm
[2],[2],[1]; <>[1],R
5
28
hmm
[2],[2],[1]; v<[2]
4
18
hmm
[2],[2],[1]; v<[2],R
5
25
hmm
[2],[2],[1]; v<[1],[3]
4
19
hmm
[2],[2],[1]; [2],[2],[1];
6
20
hmm
[2],[2],[1]; <+[2],[3]
8
23
hmm
[2],[2],[1]; [3],[1],<+[2]
6
25
hmm
[2],[2],[1]; [2],[1],[3]; <>[1]
7
28
hmm
[2],[2],[1]; [2],[1],[3]; v<[2],R
8
31
hmm
[2],[2],[1]; [2],[1],[3]; <>[1],R
8
33
hmm
[2],[2],[1]; [2],[1],[3]; ^+>,[1]; v+[3]
8
29
hmm
[2],[1]; <>[1]
3
18
hm
[2],[1]; <>[1],R
4
24
hm
[2],[1]; v<[1],[3]
3
15
hm
[2],[1]; [4]; [1]; [3];
4
22
hm
[2],[1]; [4]; [1]; <>[1]
4
23
hm
[2],[1]; [4]; [1]; <>[1],R
5
30
hm
[2],[1]; v<[1],[1]; <+[2],[3]
8
22
hm
[2],[1]; v<[1],[1]; [3],[1],<+[2]
6
24
hm
[2],[1]; v<[1],[1]; [2],[1],[3]; [4]; [3]
7
26
hm
[2],[1]; v<[1],[1]; [2],[1],[3]; <>[1]
7
27
hm
[2],[1]; v<[1],[1]; [2],[1],[3]; ^+>,[1]; v+[3]
8
28
hm
[2],[1]; v<[1],[1]; [2],[1],[3]; v<[2],R
8
30
hm
[2],[1]; v<[1],[1]; [2],[1],[3]; [3]; <>[1]
8
31
hm
[2],[1],[3]; <>[1]
4
20
hmm
[2],[1],[3]; <>[1],R
5
26
hmm
[2],[1],[3]; v<[1],[3]
4
18
hmm
[2],[1],[3]; [3],[1],<+[2]
6
32
hmm
[2],[1],[3]; [4]; [1]; [3];
5
24
hmm
[2],[1],[3]; [4]; [2]; [1]; [3];
6
26
hmm
[2],[1],[3]; [4]; [2]; [1]; <>[1]
6
28
hmm
[2],[1],[3]; [4]; [2]; [1]; <>[1],R
7
33
hmm
[2],[1],[3]; [3]; <>[1]
6
27
hmm
[2],[1],[3]; [1],[1]; <>[1],R
7
31
hmm
[2],[1],[3]; >+[3]; [2],[1],[3]; <>[1]
8
31
hmm
[2],[1],[3]; >+[3]; ^+>,[1]; [2],[1],[3]; <>[1]
9
33
hmm
[2],[1],[3]; >+[3]; ^+>,[1]; [3]; <>[1]
8
34
hmm
[2],[1],[3]; [2],[1],[3]; [3]; super
12
43
hmm
[2],[1],[3]; [2],[1],[3]; <+[2]; <>[1]
8
28
hmm
[2],[1],<+[3]; <>[1]
4
22
hmm
[2],[1],<+[3]; v<[1],[3]
4
19
hmm
>+[2],[2]; <>[1]
3
19
hm
>+[2],[2]; <>[1],R
4
26
hm
>+[2],[2]; v<[1],[3]
3
17
hm
>+[2],[2]; [4]; [1]; [3];
4
23
hm
>+[2],[2]; [4]; [1]; <>[1]
4
25
hm
>+[2],[2]; [4]; [1]; <>[1],R
5
32
hm
>+[2],[3]; <>[1]
3
20
hm
>+[2],[3]; <>[1],R
4
25
hm
>+[2],[3]; v<[1],[3]
3
17
hm
[1],[1]; <>[1]
3
20
ma
[1],[1]; <>[1],R
4
26
ma
[1],[1]; v<[1],[3]
3
17
ma
[1],[1]; [4]; [1]; [3];
4
24
ma
[1],[1]; [4]; [1]; <>[1]
4
25
ma
[1],[1]; [4]; [1]; <>[1],R
5
32
ma
<+[1],[1]; <>[1]
3
19
ml
<+[1],[1]; <>[1],R
4
26
ml
<+[1],[1]; v<[1],[3]
3
16
ml
<+[1],[1]; [4]; [1]; [3];
4
23
ml
<+[1],[1]; [4]; [1]; <>[1]
4
24
ml
<+[1],[1]; [4]; [1]; <>[1],R
5
31
ml
<+[1],[3]; <+[1],[3]
6
23
maa
<+[1],[3]; <+[1]; <>[1]
5
27
maa
<+[1],[3]; <+[2]; [4]; <>[1],R
6
31
maa
[3],[1]; <>[1]
3
21
mm
[3],[1]; <>[1],R
4
28
mm
[3],[1]; v<[1],[3]
3
18
mm
[3],[1]; [4]; [1]; [3];
4
25
mm
[3],[1]; [4]; [1]; <>[1]
4
26
mm
[3],[1]; [4]; [1]; <>[1],R
5
33
mm
<+[2]; [4]; [1]; [3]
3
20
m
<+[2]; [4]; [1]; <>[1]
3
21
m
<+[2]; [4]; [1]; <>[1],R
4
28
m
<+[1]; [4]; [1]; [3]
3
22
m
<+[1]; [4]; [1]; <>[1]
3
23
m
<+[1]; [4]; [1]; <>[1],R
4
30
m
v<[1],[1]; [3],[1],<+[2]
4
20
a
v<[1],[1]; [1],[1]; <>[1]
4
23
a
v<[1],[1]; [1],[1]; <>[1],R
5
29
a
v<[1],[1]; [2],[1],[3]; ^+>,[1]; v+[3]
6
25
a
<+[3]; ^+>,[3]; v+[3]
3
25
m
<+[3]; [4]; [2]; [1]; [3]
4
27
m
<+[3]; ^+>,[1]; [4]; [1]; [3]
4
28
m
<+[3]; ^+>,[1]; [2],[1],[3]; <>[1]
6
30
m
<+[3]; ^+>,[1]; [2],[1],[3]; [3]; <>[1]
7
33
m
>+[3]; ^+>,[3]; v+[3]
3
25
a
>+[3]; [4]; [2]; [1]; [3]
4
27
a
>+[3]; ^+>,[1]; [4]; [1]; [3]
4
28
a
>+[3]; [2],[1],[3]; <>[1]
5
26
a
>+[3]; [2],[1],[3]; [3]; <>[1]
6
30
a
Power. Wonder Woman can switch between two fighting styles: lasso and sword. Each style has its own ser of attacks. Additionally, when fighting with the lasso, Wonder Woman can charge in air.
Super move. Wonder Woman's super move begins with a short range charge. It can be easily put into combos, but you have to look out for juggle attacks, as you can easily slide underneath the enemy with the super move.
"Amazonian Smash (from air)" has been marked as " * " so it can be easily divided from "Lasso Spin".
Special moves - Lasso
Name
Combination
No of hits
Damage
Additional
Straight Tiara
<>[1]
1
7
Shot
Straight Tiara
<>[1],R
2
10
Shot, minor stun
Amazonian Uppercut
v>[3]
2
7
Knockdown
Amazonian Uppercut
v>[3],R
3
12
Knockdown
Amazonian Smash (from air)
v<[3]*
1
8
Charge, above head
Amazonian Smash (from air)
v<[3],R
3
14
Charge, above head, knockdown
Lasso Grab
v>[2]
2
12
Knockdown
Lasso Grab
v>[2],R
2
22
The victim deals less and receives more damage
Lasso Spin
v<[3]
1
7
Juggle
Bracelets of Submission
v<[2]
-
-
Block high attacks, increase damage
Up Tiara
v<[1]
1
7
Shot, knockdown
Down Tiara (in air)
v<[1]
1
7
Shot, above head
Down Tiara (in air)
<>[1]
1
7
Shot
Demigoddess' Might (in air)
v>[3]
1
10
Charge
Basic attacks - Lasso
Name
Combination
No of hits
Dmg.
Additional
Hits
Entrapment
[2],[2]
2
5
Open
hm
Ends Of the Earth
[2],[2],[1]
3
9
Knockdown
hmm
Demi God
<+[2],[2]
2
7
Open
mm
Gods And Mortals
<+[2],[2],[3]
3
13
Juggle
mmm
Warrior Princess
v+[2],[1]
2
2
Open
mm
Destiny Calling
[1],[3]
2
10
Juggle
mm
Hephaestus Rush
<+[1],[3]
2
15
Knockdown
am
Athena's Wisdom
[3],[3]
2
10
Juggle
lm
Special moves - Sword
Name
Combination
No of hits
Damage
Additional
Shield Toss
<>[1]
1
7
Shot
Shield Toss
<>[1],R
2
10
Shot
Amalthea Bash
<>[3]
1
8
Charge
Amalthea Bash
<>[3],R
2
15
Knockdown, charge
Shield Strike
v<[2]
1
8
Short attack
Up Shield
v<[1]
1
7
Shot
Down Shield (in air)
v<[1]
1
7
Shot, above head
Basic attacks - Sword
Name
Combination
No of hits
Dmg.
Additional
Hits
Double Edge
[2],[2]
2
6
Open
hm
Fires of Hestia
[2],[2],<+[2]
3
10
Knockdown
hmm
Go In Peace
[2],[2],[1]
3
12
Knockdown
hma
War Of The Gods
>+[2],[1]
2
6
O Open
hm
Strength of the Sword
>+[2],[1],[3]
3
10
Knockdown
hma
Eyes Of The Hunter
[1],<+[2]
2
10
Knockdown
mm
Weeping Angel
[1],[1]
2
10
Open
mm
By The Gods
[1],[1],[3]
3
16
Knockdown
mma
Aegis Wrath
<+[1],[2]
2
12
Knockdown
la
Justice
<+[1],[3]
2
12
Knockdown
ll
Combo attacks - Lasso
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; <>[1]
3
11
hm
[2],[2]; <>[1],R
4
14
hm
[2],[2]; v>[3]
4
11
hm
[2],[2]; v>[3],R
5
16
hm
[2],[2]; v<[3]
3
11
hm
[2],[2]; v>[2]
4
16
hm
[2],[2]; v>[2],R
4
25
hm
[2],[2]; v<[3]; <+[1],[3]
5
22
hm
[2],[2]; v<[3]; [2],[2]; v>[2]
7
23
hm
[2],[2]; v<[3]; [2],[2]; v>[2],R
7
29
hm
[2],[2]; v<[3]; [1]; v<[3]; [1],[3]; v>[2]
9
30
hm
[2],[2]; v<[3]; <+[2],[2],[3]; ^+>,[3]; v<[3]*
8
31
hm
[2],[2]; v<[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
11
33
hm
[2],[2]; v<[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2],R
11
35
hm
[2],[2]; <>[1],R; [2],[2]; <>[1],R; [2],[2]; <>[1],R; [2],[2]; <>[1],R; [2],[2]; <>[1]
19
37
hm
[2],[2]; <>[1],R; <+[2],[2],[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
15
39
hm
[2],[2]; <>[1],R; [1]; <>[1],R; <+[2],[2],[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
18
42
hm
[2],[2]; <>[1],R; [1]; <>[1],R; [1]; <>[1],R; <+[2],[2],[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
21
44
hm
[2],[2]; <>[1],R; [1]; <>[1],R; [1]; <>[1],R; [1]; <>[1],R; <+[2],[2],[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
24
45
hm
[2],[2]; <>[1],R; <+[2],[2],[3]; ^+>,[3]; v<[3]*
9
32
hm
[2],[2]; <>[1],R; <+[2],[2],[3]; <+[2],[2],[3]; ^+>,[3]; v<[3]*
12
37
hm
[2],[2],[1]; <>[1]
4
14
hmm
[2],[2],[1]; <>[1],R
5
17
hmm
[2],[2],[1]; v>[2]
5
18
hmm
[2],[2],[1]; v>[2],R
5
25
hmm
<+[2],[2]; v>[2]
4
18
mm
<+[2],[2]; v>[2],R
4
27
mm
<+[2],[2]; v>[3]
4
13
mm
<+[2],[2]; v>[3],R
5
18
mm
<+[2],[2]; v<[3]; <+[1],[3]
5
22
mm
<+[2],[2]; v<[3]; <+[2],[2],[3]; v>[2]
8
29
mm
<+[2],[2]; v<[3]; <+[2],[2],[3]; ^+>,[3]; v<[3]*
8
33
mm
<+[2],[2]; v<[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
11
35
mm
<+[2],[2]; <>[1],R; <+[2],[2],[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
15
41
mm
<+[2],[2]; <>[1],R; <+[2],[2]; <>[1],R; <+[2],[2],[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
19
44
mm
<+[2],[2]; <>[1],R; <+[2],[2],[3]; ^+>,[3]; v<[3]*
9
34
mm
<+[2],[2]; <>[1],R; <+[2],[2],[3]; <+[2],[2],[3]; ^+>,[3]; v<[3]*
12
39
mm
<+[2],[2],[3]; v<[3]
4
19
mmm
<+[2],[2],[3]; v>[2]
5
22
mmm
<+[2],[2],[3]; v>[2],R
5
26
mmm
<+[2],[2],[3]; v>[3]
5
18
mmm
<+[2],[2],[3]; v>[3],R
6
22
mmm
<+[2],[2],[3]; ^+>,[3]; v<[3]*
5
27
mmm
<+[2],[2],[3]; <+[2],[2],[3]; ^+>,[3]; v<[3]*
8
34
mmm
<+[2],[2],[3]; <+[2],[2],[3]; [1],[3]; v>[2]
10
34
mmm
<+[2],[2],[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
11
37
mmm
<+[2],[2],[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2],R
11
39
mmm
<+[2],[2],[3]; <+[2],[2],[3]; <+[1]; super
13
46
mmm
v+[2],[1]; v>[2]
4
13
mm
v+[2],[1]; v>[2],R
4
22
mm
v+[2],[1]; v>[3]
4
9
mm
v+[2],[1]; v>[3],R
5
13
mm
v+[2],[1]; <>[1],R; <+[1],[3]
6
22
mm
v+[2],[1]; <>[1],R; <+[2],[2],[3]; <+[1],[3]
9
28
mm
v+[2],[1]; <>[1],R; <+[2],[2],[3]; ^+>,[3]; v<[3]*
9
30
mm
v+[2],[1]; <>[1],R; <+[2],[2],[3]; <+[2],[2],[3]; ^+>,[3]; v<[3]*
12
35
mm
v+[2],[1]; <>[1],R; <+[2],[2],[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
15
36
mm
v+[2],[1]; <>[1],R; <+[2],[2],[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2],R
15
38
mm
v+[2],[1]; <>[1],R; <+[2],[2]; <>[1],R; <+[2],[2],[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
19
39
mm
[1],[3]; v>[2]
4
19
mm
[1],[3]; v>[2],R
4
26
mm
[1],[3]; v>[3]
4
15
mm
[1],[3]; v>[3],R
5
19
mm
[1],[3]; [1],[3]; v>[3]
5
21
mm
[1],[3]; [1],[3]; >>; [1],[3]; v>[2]
8
28
mm
[1],[3]; ^+>,[3]; v<[3]*
4
24
mm
[1],[3]; >; <+[2],[2],[3]; ^+>,[3]; v<[3]*
7
30
mm
[1],[3]; >; <+[2],[2],[3]; [1],[3]; v>[2]
9
31
mm
[1],[3]; >; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
10
33
mm
[1],[3]; >; <+[2],[2],[3]; <+[2],[2],[3]; v>[2],R
10
37
mm
[3],[3]; v>[2]
4
19
lm
[3],[3]; v>[2],R
4
28
lm
[3],[3]; v>[3]
4
15
lm
[3],[3]; v>[3],R
5
19
lm
[3],[3]; <+[1],[3]
4
22
lm
[3],[3]; [3],[3]; v>[2]
6
25
lm
[3],[3]; [3],[3]; v>[2],R
6
32
lm
[3],[3]; v<[3]; ^+>,[3]; v<[3]*
5
27
lm
[3],[3]; <+[2],[2],[3]; ^+>,[3]; v<[3]*
7
32
lm
[3],[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
10
34
lm
[3],[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2],R
10
39
lm
<+[3]; ^+>[3]; v<[3]*
3
25
m
<+[3]; ^+>[3]; [1]; v>[2]
5
30
m
<+[3]; ^+>[3]; <+[2],[2],[3]; v>[2]
7
34
m
<+[3]; ^+>[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
10
40
m
<+[3]; ^+>[3]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2],R
10
44
m
<+[3]; ^+>[3]; <+[2],[2],[3]; <+[2],[2],[3]; super
14
50
m
>+[3]; ^+>[3]; v<[3]*
3
25
a
>+[3]; ^+>[1]; [1]; v>[2]
5
27
a
>+[3]; ^+>[1]; <+[2],[2],[3]; v>[2]
7
31
a
>+[3]; ^+>[1]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2]
10
37
a
>+[3]; ^+>[1]; <+[2],[2],[3]; <+[2],[2],[3]; v>[2],R
10
41
a
Combo attacks - Sword
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; <>[1]
3
12
hm
[2],[2]; <>[1],R
4
15
hm
[2],[2]; <>[3]
3
13
hm
[2],[2]; <>[3],R
4
19
hm
[2],[2]; v<[2]
3
13
hm
[2],[2]; <>[1],R; [1],[1],[3]
7
26
hm
[2],[2]; <>[1],R; [1],[1]; <>[3]
7
26
hm
[2],[2]; <>[1],R; [1],[1]; <>[3],R
8
30
hm
[2],[2]; <>[1],R; [1],[1]; <>[1],R; [1],[1],[3]
11
35
hm
[2],[2]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[3]
11
36
hm
[2],[2]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[3],R
12
38
hm
[2],[2]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[3]
15
42
hm
[2],[2]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[3]
19
46
hm
[2],[2],<+[2]; <>[1]
4
16
hmm
[2],[2],<+[2]; <>[1],R
5
19
hmm
[2],[2],<+[2]; v<[1]
4
16
hmm
[2],[2],[1]; <>[3]
4
18
hma
[2],[2],[1]; <>[3],R
5
23
hma
>+[2],[1]; <>[3]
3
13
hm
>+[2],[1]; <>[3],R
4
19
hm
>+[2],[1]; v<[2]
3
13
hm
>+[2],[1]; <>[1],R
4
15
hm
>+[2],[1]; <>[1],R; [1],[1],[3]
7
26
hm
>+[2],[1]; <>[1],R; [1],[1]; <>[3],R
8
30
hm
>+[2],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[3]
11
36
hm
>+[2],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[3]
15
42
hm
>+[2],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[3]
19
46
hm
[1],<+[2]; <>[1]
3
16
mm
[1],<+[2]; <>[1],R
4
19
mm
[1],[1]; <>[3]
3
17
mm
[1],[1]; <>[3],R
4
23
mm
[1],[1]; <>[1]
3
16
mm
[1],[1]; <>[1],R
4
19
mm
[1],[1]; <>[1],R; [1],[1],[3]
7
30
mm
[1],[1]; <>[1],R; [1],[1]; <>[3]
7
30
mm
[1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1],[3]
11
39
mm
[1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[3],R
12
42
mm
[1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[3]
15
46
mm
[1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1],[3]
19
50
mm
[1],[1]; super
8
44
mm
<+[1]; <>[1],R; [1],[1],[3]
6
26
l
<+[1]; <>[1],R; [1],[1]; <>[3]
6
27
l
<+[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[3]
10
36
l
<+[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1],[3]
14
43
l
<+[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1]; <>[1],R; [1],[1],[3]
18
47
l
<+[3]; ^+>,[3]; [1],[1]; <>[3]
6
31
mm
<+[3]; ^+>,[3]; [1],[1]; <>[3],R
7
35
mm
<+[3]; ^+>,[3]; [1],[1]; super
11
48
mm
>+[3]; ^+>,[3]; [2],[2]; <>[3]
5
28
a
>+[3]; ^+>,[1]; [1],[1]; <>[3]
5
28
a
>+[3]; ^+>,[1]; [1],[1]; <>[3],R
6
32
a
Power. With the power button, Ares can toss a sword or axe from behind his back, from above and below. Both weapons have a short cooldown time. The axe is capable of dealing more damage and has a larger area of effect. The sword is faster and using it from below is a useful juggle attack.
Using the sword is rather straightforward, hold down the power button [4], choose the direction in which you want to attack and let go of the button while still pointing the direction. In order to give the commands faster, you can press the power button and direction at the same time and then immediately let go of the power button.
Using the axe is a bit more difficult. First you have to hold down "<" and [4] at the same time. When the axe appears, you can choose the attack direction (from above or below). Afterwards you have to let go of the button.
Using the axe faster:
The throw can be done the fastest by pressing the power button and behind <+[4] at the same time and immediately letting go of the power button.
The throw from below can be done very quickly as well by pressing behind and down at the same time (diagonally) and the power button <+v+[4]. The directions can be pressed before the power button. Immediately letting go of the buttons will initiate the throw.
The throw from above can be performed just like the one from below, that is by pressing the directions and the power button at the same time <+^+[4]. Unfortunately it's a bit harder than the other option, as the buttons have to be pressed at the exact same time. Even the slightest difference will cause Ares to jump up or draw his sword.
Super move. Ares' super move begins with a short range attack hitting "above head". In order to be sure that the enemy is hit, you should put the move into a combo. With longer combos, the super move can be easily used after a >+[1],[3] combo.
Special moves
Name
Combination
No of hits
Damage
Additional
Phase Shifter
v<[2]
-
-
Partial invisibility
Phase Shifter
v<[2]
-
-
Invisibility
God Smack
vv[1]
1
12
Unblockable
God Smack
vv[1],R
1
9
Juggle, Unb.
Close God Smack
vv[1],<
1
12
Unblockable
Close God Smack
vv[1],<,R
1
9
Juggle, Unb.
Far God Smack
vv[1],>
1
12
Unblockable
Far God Smack
vv[1],>,R
1
9
Juggle, Unb.
Dark Energy
v>[2]
1
7
Shot
Dark Energy
v>[2],R
1
14
Shot, above head
Warp Transmission (behind)
v>[3]
-
-
Teleport behind the enemy
Warp Transmission (front)
v<[3]
-
-
Teleport in front of the enemy
Special moves with power
Name
Combination
No of hits
Dmg.
Additional
Hits
Straight Sword
[4]
1
9
Shot
h
Downward Sword
[4],^
1
9
Shot
a
Rising Sword
[4],v
1
9
Juggle
l
Straight Axe
<+[4]
3
10
Shot
mmm
Downward Axe
<+[4],^
2
7
Shot
aa
Raising Axe
<+[4],v
4
(11
Juggle
llll
Basic Combos
Name
Combination
No of hits
Dmg.
Additional
Hits
Deity Ruler
[2],[2]
2
4
Open
hm
Supreme General
[2],[2],[1]
3
12
Open
hmm
Reign Of terror
[2],[1]
2
5
Open
hm
Honor The Gods
[2],[1],[3]
3
9
Juggle
hmm
Olympian Might
<+[2],[3]
2
13
Knockdown
mm
Furious Anger
>+[2],[1]
2
12
Knockdown
mm
Bloodshed
>+[2],v+[3]
2
12
Knockdown
ml
Divine Order
[1],[1]
2
5
Open
mm
Cerberus Pain
[1],[1],[3]
3
11
Knockdown
mmm
Mighty Aggression
<+[1],[2]
2
12
Knockdown
am
Invading Force
<+[1],[3]
2
10
Juggle
am
Bow To Me
>+[1],[3]
2
12
Knockdown
ma
Malevolent Violence
[3],v+[1]
2
14
Juggle
ma
Immortal Rush
[3],[3]
2
14
Juggle
mm
Complex Combos
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; v>[2]
2
10
hm
[2],[2]; v>[2],R
3
17
hm
[2],[2]; [4]
3
12
hm
[2],[2]; <+[4]
5
13
hm
[2],[2]; [4],v; v>[2]
4
17
hm
[2],[2]; [4],v; >>; >+[1],[3]; <+[4]
9
27
hm
[2],[2]; [4],v; ^+>,[1]; [1],[1]; v>[2]
7
23
hm
[2],[2]; [4],v; ^+>,[1]; >+[1]; v>[2]
6
24
hm
[2],[2]; [4],v; ^+>,[1]; <+[2],[3]
6
24
hm
[2],[2]; [4],v; ^+>,[3]; <+[2],[3]
6
27
hm
[2],[2]; [4],v; ^+>,[1]; >+[1],[3]; <+[4]
10
30
hm
[2],[2]; [4],v; ^+>,[1]; <+TX; [2],[2],[1]; v>[2]
10
31
hm
[2],[2]; [4],v; ^+>,[3]; super
17
38
hm
[2],[2]; [4],v; ^+>,[1]; >+[1],[3]; super
19
40
hm
[2],[2],[1]; v>[2]
4
18
hmm
[2],[2],[1]; v>[2],R
4
24
hmm
[2],[2],[1]; [4]
4
20
hmm
[2],[2],[1]; <+[4]
6
21
hmm
[2],[2],[1]; [4],v; >>; >+[1],[3]; v>[2]
7
31
hmm
[2],[2],[1]; [4],v; ^+>,[1]; [1],[1]; v>[2]
8
30
hmm
[2],[2],[1]; [4],v; ^+>,[3]; <+[2],[3]
7
34
hmm
[2],[2],[1]; [4],v; ^+>,[1]; >+[1],[3]; v>[2]
8
34
hmm
[2],[2],[1]; [4],v; ^+>,[1]; >+[1],[3]; v>[2],R
8
37
hmm
[2],[2],[1]; [4],v; ^+>,[1]; >+[1],[3]; <+[4]
11
37
hmm
[2],[2],[1]; [4],v; ^+>,[1]; <+TX; [2],[2],[1]; v>[2]
11
37
hmm
[2],[2],[1]; [4],v; ^+>,[3]; super
18
44
hmm
[2],[2],[1]; [4],v; ^+>,[1]; >+[1],[3]; super
20
47
hmm
[2],[1]; v>[2]
3
11
hm
[2],[1]; v>[2],R
3
17
hm
[2],[1]; [4]
3
13
hm
[2],[1]; [4],v; >>; >+[1],[3]; v>[2]
6
25
hm
[2],[1]; [4],v; ^+>,[3]; <+[2],[3]
6
28
hm
[2],[1]; [4],v; ^+>,[1]; >+[1],[3]; v>[2]
7
28
hm
[2],[1]; [4],v; ^+>,[1]; >+[1],[3]; <+[4]
10
31
hm
[2],[1]; [4],v; ^+>,[1]; <+TX; [2],[2],[1]; v>[2]
10
32
hm
[2],[1],[3]; v>[2]
4
14
hmm
[2],[1],[3]; v>[2],R
4
19
hmm
[2],[1],[3]; [4]
4
16
hmm
[2],[1],[3]; [4],v
4
16
hmm
[2],[1],[3]; <+[2],[3]
5
19
hmm
[2],[1],[3]; >+[1],[3]; v>[2]
6
22
hmm
[2],[1],[3]; >+[1],[3]; <+[4]
9
26
hmm
[1],[1]; v>[2]
3
11
mm
[1],[1]; v>[2],R
3
18
mm
[1],[1]; [4]
3
13
mm
[1],[1]; [4],v; >>; >+[1],[3]; v>[2]
6
25
mm
[1],[1]; [4],v; ^+>,[3]; <+[2],[3]
6
28
mm
[1],[1]; [4],v; ^+>,[1]; >+[1],[3]; v>[2]
7
28
mm
[1],[1]; [4],v; ^+>,[1]; >+[1],[3]; <+[4]
10
31
mm
[1],[1]; [4],v; ^+>,[1]; <+TX; [2],[2],[1]; v>[2]
10
32
mm
<+[1],[2]; v>[2]
3
18
am
<+[1],[2]; v>[2],R
3
24
am
<+[1],[2]; [4]
3
20
am
<+[1],[3]; [2],[2],[1]
5
19
am
<+[1],[3]; [3],[3]
4
21
am
<+[1],[3]; [2],[2],[1]; v>[2]
6
24
am
<+[1],[3]; [2],[2],[1]; <+[4]
9
28
am
<+[1],[3]; [2],[2],[1]; [4],v; v>[2]
7
29
am
<+[1],[3]; [3],v+[1]; <+[4]
7
28
am
<+[1],[3]; [3],v+[1]; [4]
5
27
am
<+[1],[3]; [3],v+[1]; v>[2]
5
26
am
<+[1],[3]; [3],v+[1]; [4],v; v>[2]
6
30
am
<+[1],[3]; [2],[1]; [4],v; v>[2]
6
24
am
<+[1],[3]; [2],[1]; [4],v; <+[2],[3]
8
30
am
<+[1],[3]; [2],[2],[1]; super
18
42
am
>+[1],[3]; v>[2]
3
18
ma
>+[1],[3]; v>[2],R
4
24
ma
>+[1],[3]; [4]
3
20
ma
>+[1],[3]; <+[4]
6
23
ma
>+[1],[3]; [4],v; v>[2]
4
24
ma
>+[1],[3]; [4],v; v>[2],R
4
29
ma
[3],v+[1]; v>[2]
3
20
ma
[3],v+[1]; v>[2],R
3
26
ma
[3],v+[1]; [4]
3
21
ma
[3],v+[1]; <+[4]
5
22
ma
[3],v+[1]; vv[1]
3
24
ma
[3],v+[1]; v>[3]; [2],[2],[1]; v>[2]
6
29
ma
[3],v+[1]; vv[1],R; ^+>,[1]; [2],[2],[1]; [4]
8
39
ma
[3],v+[1]; vv[1],R; ^+>,[1]; [2],[2],[1]; v>[2]
8
38
ma
[3],v+[1]; vv[1],R; ^+>,[1]; [2],[2],[1]; v>[2],R
8
42
ma
[3],v+[1]; vv[1],R; [3],[3]
5
31
ma
[3],v+[1]; vv[1],R; >+[1],[3]; v>[2]
6
34
ma
[3],v+[1]; vv[1],R; >+[1],[3]; <+[4]
9
38
ma
[3],v+[1]; vv[1],R; [2],[2],[1]; v>[2]
7
34
ma
[3],v+[1]; vv[1],R; [2],[2],[1]; [4]
7
36
ma
[3],v+[1]; vv[1],R; <+TX; [2],[2],[1]; v>[2]
9
39
ma
[3],v+[1]; vv[1],R; <+TX; [2],[2],[1]; v>[2],R
9
43
ma
[3],v+[1]; vv[1],R; <+TX; [2],[2],[1]; [4]
9
40
ma
[3],[3]; [4]
3
20
mm
[3],[3]; <+[4]
5
22
mm
[3],[3]; vv[1]
3
23
mm
[3],[3]; [4],v; v>[2]
4
24
mm
[3],[3]; <+[2],[3]
4
24
mm
[3],[3]; vv[1],R; [1],[1]; v>[2]
6
28
mm
[3],[3]; vv[1],R; >+[1],[3]; v>[2]
6
32
mm
[3],[3]; vv[1],R; >+[1],[3]; v>[2],R
6
36
mm
[3],[3]; vv[1],R; >+[1],[3]; <+[4]
8
34
mm
[3],[3]; vv[1],R; <+TX; [2],[2],[1]; v>[2]
9
36
mm
[3],[3]; vv[1],R; <+TX; [2],[2],[1]; v>[2],R
9
39
mm
[3],[3]; vv[1],R; <+TX; [2],[2],[1]; [4]
9
37
mm
<+[3]; ^+>,[3]; <+[2],[3]
4
28
m
<+[3]; ^+>,[3]; >+[1],[3]; v>[2]
5
31
m
<+[3]; ^+>,[3]; >+[1],[3]; <+[4]
9
36
m
<+[3]; ^+>,[3]; <+TX; [2],[2],[1]; v>[2]
8
36
m
<+[3]; ^+>,[3]; >+[1],[3]; super
17
47
m
>+[3]; ^+>,[3]; <+[2],[3]
4
28
a
>+[3]; ^+>,[1]; >+[1],[3]; v>[2]
5
28
a
>+[3]; ^+>,[1]; >+[1],[3]; <+[4]
8
32
a
>+[3]; ^+>,[1]; <+TX; [2],[2],[1]; v>[2]
8
33
a
The below table contains combos which can initiated with "God Smack". They can be initiated with any kind of God Smack.
Complex Combos - God Smack
Combination
No of hits
Dmg.
Beginning hits
vv[1],R; [2],[2],[1]; v>[2]
5
24
Unb.
vv[1],R; ^+>,[1]; [2],[2],[1]; v>[2]
6
29
Unb.
vv[1],R; ^+>,[1]; [2],[2],[1]; [4]
6
30
Unb.
vv[1],R; ^+>,[1]; >+[1],[3]; <+[4]
8
33
Unb.
vv[1],R; ^+>,[1]; <+TX; [2],[2],[1]; v>[2]
8
34
Unb.
vv[1],R; <+[3]; ^+>,[1]; >+[1],[3]; <+[4]
8
35
Unb.
vv[1],R; <+[3]; ^+>,[3]; >+[1],[3]; <+[4]
8
37
Unb.
vv[1],R; <+[3]; ^+>,[3]; >+[1],[3]; v>[2]
6
36
Unb.
vv[1],R; <+[3]; ^+>,[3]; >+[1],[3]; v>[2],R
6
39
Unb.
Power. After charging up, Killer Frost's attacks freeze the enemy for a brief moment, leaving him less time for counters. The short freezes can be also used to connect attack in new ways. It's useful especially when you drag the enemy to a wall. In combos, the freeze can be used to loop ^+[3] and therefore increase damage.
Super move. Killer Frost's super move begins with an explosion below the enemy which hits on "low". Its unlimited range is its main advantage, but you still should put it into a combo.
Special moves
Name
Combination
No of hits
Damage
Additional
Frostbite
v<[2]
-
-
Blok
Frostbite
v<[2],R
-
-
Blok, stun
Iceberg
v<[1]
2
10
Knockdown, weak juggle
Iceberg
v<[1],R
2
8
Juggle
Flash Freeze
v<>[1]
2
10
Throw
Flash Freeze
v<>[1],R
2
4
Stun
Black Ice
<v[3]
1
7
Undercut, juggle
Frozen Daggers
<>[2]
2
11
Shot
Basic combos
Name
Combination
No of hits
Dmg.
Additional
Hits
Ice Cold
[2],[3]
2
11
Knockdown
hm
Freezing Effect
[2],[2]
2
4
Open
hm
Severe Blizzard
[2],[2],[2]
3
10
Open
hmm
Dancing Ice
[2],[2],<+[1]
3
8
Knockdown
hmm
Frozen Twister
[2],[2],[3],[3]
4
11
Knockdown
hmmm
Cold Blooded
>+[2],[2]
2
5
Open
mm
Tempest
>+[2],[2],[1]
4
12
Knockdown
mmmm
Arctic Frost
>+[2],[2],[3]
3
11
Open
mmm
Diamond Dust
<+[2],^+[3]
2
10
Juggle
lm
Hailstone
[1],[1]
2
6
Open
mm
Thin Ice
[1],[1],[3]
3
12
Knockdown
mmm
Hailstorm
<+[1],[3]
2
12
Knockdown
mm
Freezing Rain
>+[1],[2]
3
9
Knockdown
mmm
Cold As Ice
>+[1],[3]
2
12
Knockdown
ma
The >+[2],[2],[1] combo consists of four attacks, but it can be shortened to three with special attacks. For distinction, the shortened version of the combo is marked with a star >+[2],[2],[1]*.
Complex combos
Combination
No of hits
Dmg.
Beginning hits
[2],[2],[2]; v<[1]
4
13
hm
[2],[2],[2]; <>[2]
4
14
hm
[2],[2]; v<[1]; [2],[2]; v<[1]
8
23
hm
[2],[2]; v<[1]; [2],[2],[3],[3]; v<[1];
10
26
hm
[2],[2]; <v[3]; >+[2],[2],[1]; v<[1]
9
26
hm
[2],[2]; <v[3]; ^+[3]; >+[2],[2],[1]; v<[1]
11
31
hm
[2],[2]; <v[3]; ^+[3]; >+[2],[2],[1]*; v<[1],R; >; >+[2],[2],[1]*; v<[1]
15
36
hm
[2],[2]; v<[1],R; >+[2],[2],[1]; v<[1]
10
24
hm
[2],[2]; v<[1],R; ^+>,[3]; [1],[1]; v<[1]
9
29
hm
[2],[2]; v<[1],R; ^+>,[3]; [2],[2],[3],[3]; v<[1]
11
30
hm
[2],[2]; v<[1],R; ^+>,[3]; [1],[1]; v<>[1],R; >+[2],[2],[1]*; v<[1]
14
34
hm
[2],[2]; v<[1],R; ^+>,[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1]
14
35
hm
[2],[2]; v<[1],R; ^+>,[3]; [1],[1]; v<>[1],R; <+[3]; ^+>,[3]
11
35
hm
[2],[2]; v<[1],R; <+[3]; ^+>,[3]; [1],[1]; v<[1]
10
32
hm
[2],[2]; v<[1],R; <+[3]; ^+>,[3]; >+[2],[2],[1]*; v<[1]
11
33
hm
[2],[2]; v<[1],R; <+[3]; ^+>,[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1]
15
37
hm
[2],[2],[2]; v<[1]
5
19
hmm
[2],[2],[2]; <>[2]
5
19
hmm
[2],[2],[2]; v<[1]; [2],[2],[3],[3]; v<[1];
11
31
hmm
[2],[2],[2]; <v[3]; ^+[3]; >+[2],[2],[1]; v<[1]
12
36
hmm
[2],[2],[2]; <v[3]; ^+[3]; >+[2],[2],[1]*; v<[1],R; >; >+[2],[2],[1]*; v<[1]
16
41
hmm
[2],[2],[2]; v<[1],R; ^+>,[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1]
15
40
hmm
[2],[2],[2]; v<[1],R; ^+>,[3]; [1],[1]; v<>[1],R; <+[3]; ^+>,[3]
12
40
hmm
[2],[2],[2]; v<[1],R; <+[3]; ^+>,[3]; [1],[1]; v<[1]
11
37
hmm
[2],[2],[2]; v<[1],R; <+[3]; ^+>,[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1]
16
42
hmm
[2],[2],<+[1]; v<>[1]
5
17
hmm
[2],[2],<+[1]; <>[2]
5
18
hmm
[2],[2],<+[1]; <v[3]; ^+[3]; >+[2],[2],[1]; v<[1]
12
34
hmm
[2],[2],<+[1]; <v[3]; ^+[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1]
15
38
hmm
[2],[2],<+[1]; v<>[1],R; [2],[2],[2]; v<[1]
10
26
hmm
[2],[2],<+[1]; v<>[1],R; [2],[2],[2]; v<[1],R; <+[3]; ^+>,[3]
12
35
hmm
[2],[2],<+[1]; v<>[1],R; [2],[2],[2]; v<[1],R; <+[3]; ^+>,[1]; [1],[1]; v<[1]
16
39
hmm
[2],[2],<+[1]; v<>[1],R; <+[3]; ^+>,[3]; [1],[1]; v<>[1]
11
35
hmm
[2],[2],<+[1]; v<>[1],R; <+[3]; ^+>,[3]; >+[2],[2]; v<[1],R; >+[2],[2]; v<[1]
15
38
hmm
[2],[2],[3],[3]; v<[1]
6
18
hmmm
[2],[2],[3],[3]; <v[3]; ^+[3]; [1],[1]; v<[1]
11
29
hmmm
[2],[2],[3],[3]; <v[3]; ^+[3]; >+[2],[2],[1]*; v<[1],R; >+[2],[2],[1]*; v<[1]
17
35
hmmm
[2],[2],[3],[3]; <v[3]; ^+[3]; [1],[1]; v<>[1],R; <+[3]; ^+>,[3]
13
35
hmmm
[2],[2],[3],[3]; <v[3]; ^+[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1],R; >+[2],[2],[1]*; v<[1]
21
39
hmmm
>+[2],[2]; v<[1]
4
14
mm
>+[2],[2]; <>[2]
4
15
mm
>+[2],[2]; v<[1]; [2],[2],[3],[3]; v<[1];
10
27
mm
>+[2],[2]; <v[3]; ^+[3]; >+[2],[2],[1]; v<[1]
11
32
mm
>+[2],[2]; <v[3]; ^+[3]; >+[2],[2],[1]*; v<[1],R; >; >+[2],[2],[1]*; v<[1]
15
37
mm
>+[2],[2]; v<[1],R; ^+>,[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1]
14
36
mm
>+[2],[2]; v<[1],R; ^+>,[3]; [1],[1]; v<>[1],R; <+[3]; ^+>,[3]
11
36
mm
>+[2],[2]; v<[1],R; <+[3]; ^+>,[3]; [1],[1]; v<[1]
10
33
mm
>+[2],[2]; v<[1],R; <+[3]; ^+>,[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1]
15
38
mm
>+[2],[2],[1]; v<[1]
6
19
mmmm
>+[2],[2],[1]; v<[1],R; >>; >+[2],[2],[1]; v<[1]
12
28
mmmm
>+[2],[2],[1]; v<[1],R; >>; [1],[1]; v<>[1],R; <+[3]; ^+>,[3]
12
31
mmmm
>+[2],[2],[1]*; v<[1]; [2],[2],[3],[3]; v<[1];
11
29
mmm
>+[2],[2],[1]*; <v[3]; ^+[3]; >+[2],[2],[1]; v<[1]
12
33
mmm
>+[2],[2],[1]*; <v[3]; ^+[3]; >+[2],[2],[1]*; v<[1],R; >; >+[2],[2],[1]*; v<[1]
16
38
mmm
>+[2],[2],[1]*; v<[1],R; ^+>,[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1]
15
37
mmm
>+[2],[2],[1]*; v<[1],R; ^+>,[3]; [1],[1]; v<>[1],R; <+[3]; ^+>,[3]
12
37
mmm
>+[2],[2],[1]*; v<[1],R; <+[3]; ^+>,[3]; [1],[1]; v<[1]
11
34
mmm
>+[2],[2],[1]*; v<[1],R; <+[3]; ^+>,[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1]
16
39
mmm
>+[2],[2],[3]; v<[1]
5
20
mmm
>+[2],[2],[3]; <>[2]
5
20
mmm
>+[2],[2],[3]; v<[1]; [2],[2],[3],[3]; v<[1];
11
32
mmm
>+[2],[2],[3]; <v[3]; ^+[3]; >+[2],[2],[1]; v<[1]
12
37
mmm
>+[2],[2],[3]; <v[3]; ^+[3]; >+[2],[2],[1]*; v<[1],R; >; >+[2],[2],[1]*; v<[1]
16
42
mmm
>+[2],[2],[3]; v<[1],R; ^+>,[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1]
15
41
mmm
>+[2],[2],[3]; v<[1],R; ^+>,[3]; [1],[1]; v<>[1],R; <+[3]; ^+>,[3]
12
41
mmm
>+[2],[2],[3]; v<[1],R; <+[3]; ^+>,[3]; [1],[1]; v<[1]
11
38
mmm
>+[2],[2],[3]; v<[1],R; <+[3]; ^+>,[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1]
16
43
mmm
<+[2],^+[3]; v<>[1]
4
18
lm
<+[2],^+[3]; <>[2]
4
18
lm
<+[2],^+[3]; [1],[1]; <v[3]; ^+[3]; [1],[1]; v<[1]
11
34
lm
<+[2],^+[3]; ^+[3]; [1],[1]; <v[3]; ^+[3]; [2],[2]; v<[1]
13
38
lm
<+[2],^+[3]; ^+[3]; [1],[1]; <v[3]; super
11
47
lm
<+[2],^+[3]; [1],[1]; v<>[1],R <+[3]; ^+>,[1]; [1],[1]; v<[1]
12
35
lm
<+[2],^+[3]; [1],[1]; v<>[1],R; ^,[1]; [1],[1]; v<[1],R; <+[3]; ^+>,[3]
13
38
lm
<+[2],^+[3]; [1],[1]; v<[1],R <+[3]; ^+>,[1]; [1],[1]; v<[1]
13
35
lm
[1],[1]; v<[1]
4
15
mm
[1],[1]; <>[2]
4
16
mm
[1],[1]; v<[1]; [2],[2],[3],[3]; v<[1];
10
28
mm
[1],[1]; <v[3]; ^+[3]; >+[2],[2],[1]; v<[1]
11
33
mm
[1],[1]; <v[3]; ^+[3]; >+[2],[2],[1]*; v<[1],R; >; >+[2],[2],[1]*; v<[1]
15
38
mm
[1],[1]; v<[1],R; ^+>,[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1]
14
37
mm
[1],[1]; v<[1],R; ^+>,[3]; [1],[1]; v<>[1],R; <+[3]; ^+>,[3]
11
37
mm
[1],[1]; v<[1],R; <+[3]; ^+>,[3]; [1],[1]; v<[1]
10
34
mm
[1],[1]; v<[1],R; <+[3]; ^+>,[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1]
15
39
mm
M; [1],[1]; <v[3]; ^+[3]; ^+[3]; ^+[3]; ^+[3]; ^+[3]; [1],[1]; v<[1]
17
48
mm
^+[3]; [1],[1],[3]
5
18
mm
^+[3]; [1],[1]; <>[2]
6
20
mm
^+[3]; [2],[2],[3],[3]; <v[3]; [1],[1]; <>[2]
11
28
mm
^+[3]; [2],[2],[2]; <v[3]; [1],[1]; <>[2]
10
31
mm
^+[3]; [2],[2],[2]; <v[3]; ^+[3]; [2],[2]; v<[1]
12
34
mm
<+[3]; ^+>,[3]; ^+[3]; [1],[1]
6
29
m
<+[3]; ^+>,[3]; ^+[3]; [1],[1]; v<[1]
8
34
m
<+[3]; ^+>,[3]; [1],[1]; <v[3]; ^+[3]; [2],[2]; v<[1]
11
39
m
<+[3]; ^+>,[3]; [1],[1]; v<[1],R; ^+>,[1]; [1],[1]; v<[1]
11
38
m
<+[3]; ^+>,[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1],R; >+[2],[2],[1]*; v<[1]
16
41
m
>+[3]; ^+>,[1]; [1],[1]; v<[1]
6
26
a
>+[3]; ^+[3]; [1],[1]; <v[3]; ^+[3]; [2],[2]; v<[1]
12
37
a
>+[3]; ^+>,[1]; [1],[1]; v<[1],R; ^+>,[1]; [1],[1]; v<[1]
11
35
a
>+[3]; ^+[3]; [1],[1]; v<>[1],R; [2],[2],[2]; v<[1],R; >+[2],[2],[1]*; v<[1]
17
39
a
v<[1],R; ^+>,[1]; [1],[1]; v<[1] (jump distance)
7
24
mm
v<[1],R; ^+>,[1]; [1],[1]; <v[3]; ^+[3]; [2],[2]; v<[1] (jump distance)
12
34
mm
v<[1],R; ^+>,[3]; [1],[1]; <v[3]; ^+[3]; [2],[2]; v<[1] (close)
12
37
mm
v<[1],R; <+[3]; ^+>,[3]; [1],[1]; <v[3]; ^+[3]; [2],[2]; v<[1] (close)
13
39
mm
v<>[1],R; <+[3]; ^+>,[3]; [1],[1]; v<>[1]
8
31
throw
v<>[1],R; <+[3]; ^+>,[3]; [1],[1]; <v[3]; ^+[3]; [2],[2]; v<[1]
13
39
throw
v<>[1],R; <+[2],^+[3]; [1],[1]; <v[3]; ^+[3]; [2],[2]; v<[1]
13
34
throw
Power. With each successful attack, Catwoman has increasing chances of getting a "Cat Scratch". Each attack in a combo increases the chances of obtaining one. Additionally, Catwoman gets a Scratch for dodging an attack using the "Feline Evade". Scratches can be used by pressing the power button and will start a combo. The more Scratches Catwoman has, the longer and more powerful combo it will initiate. Catwoman's power is best put into other combos so that you are sure the enemy cannot block it.
Super move. Catwoman blinds the enemy and starts a combo. The first hit has a short range and can be blocked while standing or crouching. In order not to waste power on failed attacks, put the super move into combos or perform it on a juggled enemy.
Special moves
Name
Combination
No of hits
Damage
Additional
Cat Claws
<>[2]
3
9
Juggle
Cat Claws
<>[2],R
5
14
Juggle
Cat Dash
<>[1]
1
6
Stun
Cat Dash
<>[1],R
2
12
Stun, also on an enemy in air
Straight Whip
v>[2]
1
10
Knockdown
Up Whip
v<[2]
1
10
Knockdown
High Feline Eave
v<[1]
-
-
Dodge, gives a scratch
Low Feline Eave
v<[1],^
-
-
Dodge, gives a scratch
Cat Stance
vv[3]
-
-
Special stance
Cartwheel
vv[3],[2]
2
7
Juggle
Up Whip
vv[3],[1]
1
9
Knockdown
Pounce
vv[3],[3]
3
13
Knockdown
Basic combos
Name
Combination
No of hits
Dmg.
Additional
Hits
Plaything
[2],[2]
2
4
Open
hm
Cat Style
[2],[2],[1]
4
11
Knockdown
hmmm
Hi Kitty
[2],[1]
2
5
Open
hm
Scratching Post
[2],[1],[1]
3
13
Knockdown
hmm
Tomcat
[2],>+[1]
3
12
Knockdown
haa
Cat's Eye
[2],[1],<+[3]
3
9
Knockdown
hml
Toying With
>+[2],[2]
2
5
Open
mm
Ball Of Yarn
>+[2],[2],[1]
3
8
Open
mmm
Kitty Kitty
>+[2],[2],[1],[3]
4
14
Knockdown
mmma
Crafty
<+[2],[1]
2
5
Open
lm
Scaredy Cat
<+[2],[1],^+[3]
3
9
Juggle
lmm
Purrfect
<+[2],[1],v+[3]
3
11
Open
lml
Whiplash
[1],v+[1]
2
7
Open
ml
Curious Cat
[1],v+[1],[2]
3
13
Juggle
mlm
You Kitten Me
[1],v+[1],[3]
2
15
Knockdown
mll
Hellcat
<+[1],[3]
2
17
Knockdown
am
Fur Tail
>+[1],^+[3]
2
10
Knockdown
mm
Whip Cream
>+[1],^+[3],[2]
3
15
Knockdown
mmm
Hissing
>+[1],v+[3]
2
10
Knockdown
ml
Pick Pocket
>+[1],v+[3],[2]
3
14
Juggle
mlm
Wildcat
[3],[3]
3
10
Open
mmm
Safecracker
[3],[3],<+[1]
4
13
Juggle
mmma
Kitty-Cornered
[3],[3],[3]
4
15
Knockdown
mmmm
The [2],[2],[1] combo consists of four attacks, but it can be shortened to three with special attacks, making it easier to connect with other attacks. For distinction, the shortened version of the combo is marked with a star [2],[2],[1]* .
Complex combos
Combination
No of hits
Dmg.
Beginning hits
[2],[2]; <>[2]
5
12
hm
[2],[2]; <>[2],R
7
17
hm
[2],[2]; <>[1]
3
9
hm
[2],[2]; <>[1],R
4
15
hm
[2],[2]; v>[2]
3
13
hm
[2],[2]; vv[3],[3]
5
16
hm
[2],[2]; <>[2]; <+[1],[3]
7
23
hm
[2],[2]; <>[2]; [3],[3]*; vv[3],[3]
11
24
hm
[2],[2]; <>[2]; >+[1]; vv[3],[3]
10
24
hm
[2],[2]; <>[2]; <+[3]; ^+>,[3]; [2],[1]; v>[2]
10
30
hm
[2],[2]; <>[2],R; <+[3]; ^+>,[3]; [2],[1]; v>[2]
12
34
hm
[2],[2]; <>[2]; <+[3]; ^+>,[3]; [2],[2],[1]*; v>[2]
11
31
hm
[2],[2]; <>[2]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
13
32
hm
[2],[2]; <>[2],R; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
15
35
hm
[2],[2]; <>[2]; <+[3]; ^+>,[3]; >+[2],[2],[1] v>[2]
11
31
hm
[2],[2]; <>[2]; <+[3]; ^+>,[3]; >+[2],[2],[1]; vv[3],[3]
14
33
hm
[2],[2]; <>[2]; >+[3]; >+[2],[2],[1]; vv[3],[3]
14
29
hm
[2],[2]; <>[2],R; >+[3]; >+[2],[2],[1]; vv[3],[3]
16
33
hm
[2],[2]; <>[2],R; >+[3]; >+[2],[2],[1]; [4]
17
36
hm
[2],[2]; <>[2]; >+[3]; >+[2],[2],[1]; super
19
38
hm
[2],[2]; <>[1]; <+[1],[3]
5
21
hm
[2],[2]; <>[1]; >; >+[3]; >+[2],[2],[1]*; vv[3],[3]
12
28
hm
[2],[2]; <>[1],R; >; >+[3]; >+[2],[2],[1]*; vv[3],[3]
13
29
hm
[2],[2]; <>[1]; >; >+[3]; >+[2],[2],[1]; [4]
13
32
hm
[2],[2]; <>[1]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
11
30
hm
[2],[2]; <>[1]; <+[3]; ^+>,[3]; [2],[2],[1]*; vv[3],[3]
12
30
hm
[2],[2]; <>[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; vv[3],[3]
16
35
hm
[2],[2]; <>[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
14
35
hm
[2],[2]; <>[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; [4]
17
38
hm
[2],[2]; <>[1]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
12
34
hm
[2],[2]; <>[1]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; [4]
15
36
hm
[2],[2],[1]; <>[1]
5
15
hmmm
[2],[2],[1]; v>[2]
5
18
hmmm
[2],[2],[1]; vv[3],[3]
8
20
hmmm
[2],[2],[1]*; <>[2]; <+[1],[3]
8
25
hmm
[2],[2],[1]*; <>[2]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
14
33
hmm
[2],[2],[1]*; <>[2],R; <+[3]; ^+>,[3]; [2],[1]; [4]
17
39
hmm
[2],[2],[1]*; <>[1]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
12
31
hmm
[2],[2],[1]*; <>[1]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
13
35
hmm
[2],[2],[1]*; <>[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
15
36
hmm
[2],[1]; <>[2]
5
13
hm
[2],[1]; <>[2],R
7
18
hm
[2],[1]; v>[2]
3
14
hm
[2],[1]; vv[3],[3]
5
17
hm
[2],[1]; <>[2]; <+[1],[3]
7
24
hm
[2],[1]; <>[2]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
13
33
hm
[2],[1]; <>[2]; >+[3]; >+[2],[2],[1]; vv[3],[3]
14
30
hm
[2],[1]; <>[2],R; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
15
36
hm
[2],[1]; <>[2],R; <+[3]; ^+>,[3]; [2],[1]; [4]
16
39
hm
[2],[1]; <>[1]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
11
31
hm
[2],[1]; <>[1]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
12
35
hm
[2],[1]; <>[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
14
36
hm
[2],[1]; <>[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; [4]
17
37
hm
>+[2],[2]; <>[2]
5
13
mm
>+[2],[2]; <>[2],R
7
18
mm
>+[2],[2]; v>[2]
3
14
mm
>+[2],[2]; vv[3],[3]
5
17
mm
>+[2],[2]; <>[2]; <+[1],[3]
7
24
mm
>+[2],[2]; <>[2]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
13
34
mm
>+[2],[2]; <>[2],R; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
15
36
mm
>+[2],[2]; <>[2],R; <+[3]; ^+>,[3]; [2],[1]; [4]
16
39
mm
>+[2],[2]; <>[1]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
11
31
mm
>+[2],[2]; <>[1]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
12
35
mm
>+[2],[2]; <>[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
14
36
mm
>+[2],[2]; <>[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; [4]
17
39
mm
>+[2],[2],[1]; <>[2]
6
15
mmm
>+[2],[2],[1]; <>[2],R
8
20
mmm
>+[2],[2],[1]; v>[2]
4
16
mmm
>+[2],[2],[1]; vv[3],[3]
6
19
mmm
>+[2],[2],[1]; vv[3],[2]
5
13
mmm
>+[2],[2],[1]; <>[2]; <+[1],[3]
8
26
mmm
>+[2],[2],[1]; <>[2]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
14
34
mmm
>+[2],[2],[1]; <>[2],R; <+[3]; ^+>,[3]; [2],[1]; [4]
17
40
mmm
>+[2],[2],[1]; <>[1]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
12
32
mmm
>+[2],[2],[1]; <>[1]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
13
36
mmm
>+[2],[2],[1]; <>[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
15
37
mmm
>+[2],[2],[1]; vv[3],[2] <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
14
38
mmm
<+[2],[1]; <>[2]
5
13
lm
<+[2],[1]; <>[2],R
7
18
lm
<+[2],[1]; v>[2]
3
14
lm
<+[2],[1]; vv[3],[3]
5
17
lm
<+[2],[1]; <>[2]; <+[1],[3]
7
24
lm
<+[2],[1]; <>[2]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
13
33
lm
<+[2],[1]; <>[2],R; <+[3]; ^+>,[3]; [2],[1]; [4]
16
39
lm
<+[2],[1]; <>[1]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
11
31
lm
<+[2],[1]; <>[1]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
12
35
lm
<+[2],[1]; <>[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
14
36
lm
<+[2],[1],^+[3]; v>[2]
4
17
lmm
<+[2],[1],^+[3]; vv[3],[3]
7
19
lmm
<+[2],[1],^+[3]; <+[1],[3]
5
22
lmm
<+[2],[1],^+[3]; ^+>,[2]; [2],[1]; vv[3],[3]
10
25
lmm
<+[2],[1],^+[3]; [3],[3]; <>[1],R; >+[3]
9
30
lmm
<+[2],[1],^+[3]; [3],[3]; <>[1],R; <+[3]; ^+>,[3]
9
33
lmm
<+[2],[1],^+[3]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
11
33
lmm
<+[2],[1],^+[3]; <+[3]; ^+>,[3]; [2],[1]; super
16
42
lmm
<+[2],[1],^+[3]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
12
37
lmm
<+[2],[1],v+[3]; <>[2]
6
19
lml
<+[2],[1],v+[3]; <>[2],R
8
23
lmn
<+[2],[1],v+[3]; v>[2]
4
20
lmn
<+[2],[1],v+[3]; vv[3],[3]
6
22
lmn
<+[2],[1],v+[3]; <>[2]; <+[1],[3]
8
29
lmn
<+[2],[1],v+[3]; <>[2]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
14
37
lmn
<+[2],[1],v+[3]; <>[2],R; <+[3]; ^+>,[3]; [2],[1]; [4]
17
44
lmn
<+[2],[1],v+[3]; <>[1]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
12
36
lmn
<+[2],[1],v+[3]; <>[1]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
13
39
lmn
<+[2],[1],v+[3]; <>[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
15
41
lmn
[1],v+[1]; <>[2]
5
15
ml
[1],v+[1]; <>[2],R
7
20
ml
[1],v+[1]; v>[2]
3
16
ml
[1],v+[1]; vv[3],[3]
5
19
ml
[1],v+[1]; <>[2]; <+[1],[3]
7
26
ml
[1],v+[1]; <>[2]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
13
35
ml
[1],v+[1]; <>[2],R; <+[3]; ^+>,[3]; [2],[1]; [4]
16
41
ml
[1],v+[1]; <>[1]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
11
33
ml
[1],v+[1]; <>[1]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
12
37
ml
[1],v+[1]; <>[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
14
38
ml
[1],v+[1],[2]; v>[2]
4
20
mlm
[1],v+[1],[2]; vv[3],[3]
7
23
mlm
[1],v+[1],[2]; >+[2],[2],[1]; vv[3],[3]
10
27
mlm
[1],v+[1],[2]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
11
35
mlm
[1],v+[1],[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
12
39
mlm
[1],v+[1],[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; [4]
15
42
mlm
>+[1],v+[3],[2]; v>[2]
4
22
mlm
>+[1],v+[3],[2]; vv[3],[3]
7
24
mlm
>+[1],v+[3],[2]; <+[1],[3]
5
27
mlm
>+[1],v+[3],[2]; >+[3]; >+[2],[2],[1]; vv[3],[3]
12
34
mlm
>+[1],v+[3],[2]; ^+>,[3]; [2],[1]; vv[3],[3]
10
33
mlm
>+[1],v+[3],[2]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
11
38
mlm
>+[1],v+[3],[2]; ^+>,[1]; [3],[3]; <>[1],R; <+[3]; ^+>,[3]
11
40
mlm
>+[1],v+[3],[2]; <+[3]; ^+>,[3]; [2],[1]; <>[1],R; >+[3]
11
40
mlm
[3],[3]; <>[2]
6
18
mmm
[3],[3]; <>[2],R
8
22
mmm
[3],[3]; v>[2]
4
19
mmm
[3],[3]; vv[3],[3]
6
22
mmm
[3],[3]; <>[2]; <+[1],[3]
8
28
mmm
[3],[3]; <>[2]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
14
37
mmm
[3],[3]; <>[2],R; <+[3]; ^+>,[3]; [2],[1]; [4]
17
43
mmm
[3],[3]; <>[1]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
12
35
mmm
[3],[3]; <>[1]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
13
39
mmm
[3],[3]; <>[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
15
40
mmm
[3],[3],<+[1]; v>[2]
5
21
mmma
[3],[3],<+[1]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
12
36
mmma
[3],[3],<+[1]; <+[3]; ^+>,[3]; [2],[1]; super
17
46
mmma
[3],[3],<+[1]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
13
41
mmma
[3],[3],<+[1]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; [4]
16
44
mmma
[3],[3],<+[1]; <>[1],R; >+[3]
8
30
mmma
[3],[3],<+[1]; <>[1],R; <+[3]; ^+>,[1]; [2],[1]; [4]
15
41
mmma
<+[3]; ^+>,[3]; [2],[2],[1]; v>[2]
7
31
m
<+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
8
30
m
<+[3]; ^+>,[1]; [3],[3]; <>[1],R; vv[3],[3]
11
36
m
<+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
9
36
m
>+[3]; ^+>,[3]; [2],[2],[1]; v>[2]
8
33
am
>+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
9
32
am
>+[3]; ^+>,[3]; [2],[1]; super
14
44
am
>+[3]; ^+>,[1]; [3],[3]; <>[1],R; vv[3],[3]
12
37
am
>+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
10
38
am
<>[1]; >+[3]; <+[1],[3]
5
26
m
<>[1]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
9
29
m
<>[1]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
10
33
m
vv[3],[2]; <+[1],[3]
4
21
mm
vv[3],[2]; >+[2],[2],[1]; vv[3],[3]
9
22
mm
vv[3],[2]; <+[3]; ^+>,[3]; [2],[1]; vv[3],[3]
10
31
mm
vv[3],[2]; <+[3]; ^+>,[1]; [3],[3]; <>[1],R; >+[3]
11
36
mm