Flash is all about speed. He doesn’t have anything ranged – he’s all about getting up close and personal with his opponents. That’s where he excels, overwhelming his enemies with a flurry of attacks.
Another Lantern fight – use the same strategies as Batman. Get up close, and punish Lanter for using unsafe ranged attacks like the missiles or minigun.
Slow down time if you’re having trouble, but there’s not much Yellow Lantern’s AI can do against an onslaught of attacks. Use Lightning Kick, Lightning Charge, or even the Flying Uppercut to swat Lantern out of the sky.
Nothing to worry about here. Grundy is a tough guy, but Flash’s flurry of combos will overwhelm him easily. Just keep mashing those quick combos, and Grundy won’t have an answer.
If you play offensively, Grundy will attempt to Clash. Save your meter, and use it all up when he attempts it – if he has lots of health left. If he doesn’t use about half your meter. Don’t let him regen too much.
Grundy will try to knock you back – don’t let him! Close the distance. No need to stay in air. Keep moving forward, use Charge or Running Man, and you’ll have Grundy under control.
Another ranged controller? Flash is well-suited to dealing with these guys. Throw away your fears and blitz Sinestro with fast combos.
Use the motorcycle on the right, or attempt to knock Sinestro into the mansion to use the many hazards inside.
Sinestro is similar to Yellow Lantern, but he’s got more ranged attacks. His character power summons three glowing energy balls – it’s annoying, and there’s not much Flash can do but wait these out.
Yet another ranged opponent. Use the same strategy. Slow down time and pummel Arrow. If you keep up the onslaught, Arrow will have to respond with his Hurricane Bow.
If you’re getting hammered with ranged attacks, use Speed Dodge to escape.
The stage features a large computer display on the right side, and a special disruptor field Flash can activate if he’s cornered. Use both if Arrow is giving you trouble.
Chapter 11: Wonder Woman
Basic Tips & Recommended Attacks
If you’ve fought Wonder Woman, you know all about her central gimmick. Wonder Woman can switch between a more ranged / control moveset, and a close-combat moveset with her character power. That can make her a complicated character to learn. Check out some basic moves to get you started that’ll make this chapter easy.
Style Change (Character Power): Wonder Woman switches between her sword and her magic lasso. She’s more mobile while flying, and can use her lasso to grapple opponents across the screen. The sword and shield helps Wonder Woman fight it out, she’ll take less damage, but she does less damage, too.
Ends of the Earth / Go In Peace (Combo): The first works only in Lasso Stance, while the second only works in Sword Stance – luckily, both combos have the exact same inputs. An easy combo that works well in both stances, that’s very easy to remember.
Destiny Calling / By The Gods (Combo): More combos that are fairly similar between stances. The first combo works in Lasso Stance, the second in Sword Stance – the only difference is that “By The Gods” has two medium attacks before the hard.
Straight Tiara / Shield Toss (Special): More moves with identical inputs. These specials serve the same purpose in both stances, they’ll throw either the tiara (Lasso) or shield (Sword) straight forward. A basic ranged attack.
Lasso Grab / Amalthea Bash (Special): Though these moves have two different inputs, they’re used for the same thing – crossing distance and getting close to your opponent. The Lasso Grab will pull opponents toward Wonder Woman, while the Bash is a charge attack.
VS Bane
Before fighting Bane, you’ll have to complete a mini-game. Like all the rest, win to avoid taking extra damage – the last challenge here is tricky. When all four face buttons appear, mash all of them at once to keep above the line.
Bane is a hardened brawler with more speed than you’d think. His fast charges and grapples can be tricky to counter, that’s why you’ll likely want to stay in the Lasso Stance for this battle.
Use the floating monitors on the ceiling on Bane before he uses them on you. Use both, and you’ll knock his health down significantly. Don’t forget about the explosive tank and disruptor fields on both corners.
Bane’s Venom power allows him to walk right through attacks. Use your Tiara or Shield to stagger Bane before using a heavy combo – light combos won’t faze Bane and he’ll hit back hard if he manages to shield.
VS Ares
Ares’ ability to summon axes and swords, then throw them at Wonder Woman at range makes him tricky. The only advantage you’ll find is that the AI seems to love attempting those unsafe attacks, even while Wonder Woman is up close.
If Ares is summoning an attack, don’t play it safe! Rush in and interrupt him with a combo. Grab him with the Lasso, stagger him with the Tiara or Shield. He’ll try to defend – and even be good at it, but the AI sucks at countering grabs.
The Shield Stance is a good choice here. Her longer combos might not do as much damage with each single hit, but her added defense should keep you alive and kicking.
VS Raven
If you remember Grundy, you’ll remember his extremely annoying ground-based stun attack, where arms reach up to hold his opponent in place. Raven has something similar, and it’s just as hard to see coming.
Because of Raven’s ranged emphasis, using Wonder Woman’s Lasso Stance is best here. She can cross space faster, and use an air-dash that’ll temporarily keep her safe from any holds.
Wonder Woman is a power-based character, and Raven is not. There are two chain-pulls that will summon fireballs from the lion heads. Don’t let Raven use these, destroy them with Wonder Woman’s super strength.
Don’t play Raven’s game. She can hit across the screen, but even Wonder Woman’s lasso has relatively limited range. Dash close and hit her hard – the Lasso Grab, basic combos, or even the Amazonian Uppercut with Meter Burn will land if you’re directly adjacent to the sorceress.
VS Wonder Woman
The final battle as Wonder Woman is one of the toughest – Wonder Woman is still unpredictable with her large moveset and switching abilities.
Stick with whichever Stance you’re more comfortable with – this isn’t about fancy fighting, it’s more important to stick with what you know. A handful of combos and specials are all you need, if used correctly.
Use the stage hazards to help out; there are two nets holding boxes above, and a cannon Wonder Woman can throw at the left corner.
VS Batman
Surprise! There’s one more fight in Wonder Woman’s chapter, and you’ll be playing as Batman, fighting Batman.
The AI is unrelenting here, so you’ll need to step up your game. Refer back to the Batman Chapters for more info on how to get started with Batman if you’re having trouble.
Remember; Batman’s ability to shield and create projectiles is extremely useful. Summon bats whenever there’s a lull in the battle.
Use Batarangs to pepper your opponent, and use the Grappling Hook to dish out damage in a way similar to Wonder Woman’s lasso.
The enemy AI is very aggressive, which makes this an even better time to use the Cape Parry. Punish the AI for it’s stupid mistakes whenever you can. If you stand still and guard, it’s almost guaranteed he’ll move forward and attempt a predictable attack.
This fight might take multiple tries. It’s a tough battle, and one that requires some preparation.
Don’t just walk up to Batman and attack! Slide at him, stagger him with Batarangs, or hit him as he gets up after using the Grapple. If you try to attack mid, he’ll often catch you with a Cape Parry of his own. Don’t let that happen – jump and attack his head from above or kick while crouched.
Chapter 12: Superman
Basic Tips & Recommended Attacks
Superman is a perfect beginner’s character, with many easy to use and powerful moves at his disposal.
His ranged attacks don’t require a lot of thought, and he can trade blows with anyone else in the roster.
Fury of Krypton (Character Power): Temporarily, Super Man’s strength will increase. There’s no downside, it just does more damage. If your opponent is trying to use armor, Superman’s attacks will ignore it.
Heat Vision / Heat Zap (Special): Superman’s ranged specials. Basic, but always handy. Use Vision often, especially after launching an opponent. Get in an easy hit while they’re falling.
Flying Punch (Special): You know the drill. Use this charge to cross the screen quickly.
Kryptonite Bash (Combo): A basic combo, useful for almost all situations.
The Last Son (Combo): A heavier combo, still easy to remember but best used when you’ve got an opening.
VS Black Adam
Before tackling Adam, follow the inputs to complete the minigame. Win, and you’ll start the battle with a full health bar.
Your best chances at victory come when you’ve successfully completed the minigame. Black Adam will start with less than half of his first health bar, giving Superman a significant advantage.
Unfortunately, Adam’s ability to summon energy orbs still makes him an annoying opponent. Play keep-away and pummel Adam with Heat Zaps and Vision while powered up or with Meter Burn.
Adam is just as quick as Clark, so you’ll have to watch out while trying to use the stage hazards He’ll be just as likely to knock those puny objects out of your hands if you don’t knock him back first.
VS Aquaman
Aquaman returns, and his AI makes full use out of his cheapest attack – the Trident Rush. He’ll use it every chance he gets, and unleash Meter Burn if he’s got that too.
Don’t let him get close. Use Superman’s Super Breath if he closes in, or fly away with an air dash. Use Heat Vision or Zap to knock him back as he tries to get close.
Unfortunately, Superman’s ranged attacks are slightly slower on the draw than Aquaman’s. Use the Flying Punch to hit him fast, and attempt to grab if he tries to get up close.
VS Doomsday
The creature that once killed Superman is no pushover. Not surprising that he’s the battle before the last, and one of the toughest in the game.
Doomsday’s armor character power feels insurmountable. Use Superman’s character power to overcome him, it’s the only way to put a dent in the giant when he’s invincible.
Play keep-away by blowing him backwards with Superman’s Flying Punch or Super Breath. While he’s away, his slow movement speed and sluggish jump makes him an easy target for Heat Vision or Heat Zap.
Doomsday loves to juggle Superman in the corner – don’t let him! That’s what Superman’s air dash is for.
Once blown back, keep using those Heat specials. Doomsday’s jumps really do suck. The AI won’t be able to overcome without armor. If he tries to block, use Meter Burn with Heat Vision to blow through his block and hit him again. It’s cheap, but it works.
VS Superman
This is it. The final battle to decide the fate of two dimensions. The AI is tough here, he’ll chain together custom combos and special moves to devastate your health bar.
Keep moving, and expect the AI to use stage hazards whenever possible. Use them yourself, but don’t do it until you’re confident Superman won’t interrupt you. He’ll be on your rear end the entire battle – as one of the more mobile characters, Superman isn’t about to leave you alone with the big explosive objects.
The AI will use his character power often. Do the same to match him in strength, and check out some of Superman’s anti-air specials. Abilities like Rising Grab will almost always take the AI by surprise.
Use the Stage Transition on the right for some easy extra damage. If the AI goes for one of the objects, it only takes a simple weak punch to interrupt him.
The AI prefers to use Meter Burn over saving up for his super. If you’re quick, you can block or dodge these attacks and use your own Super to bring this battle to a close.