Wednesday, May 17, 2017

Injustice 2 game informatics Part 10: Green Arrow


It’s been a hard traveled road of the emerald archer, as this Earth’s Oliver Queen gave his life in the fight against the Regime. Now as an alternative Earth’s Ollie steps in to honor that sacrifice, he will join his wife Black Canary in Batman’s crusade to set things right.

Powers and abilities
Much like Batman, Oliver Queen has trained himself to his physical peak and relies on several technological devices to help him fight crime, but where Batman uses multiple items in various forms, Green Arrow primarily relies on his bow and arrow. Oliver is a trained athlete and has some martial arts skills for basic hand-to-hand combat tactics, but where Oliver's true skill lies is in his archery mastery. Green Arrow's bow can shoot more than just standard arrows, Ollie relies on all sorts of trick arrows, ranging from elementally themed shafts, to an arrow with a boxing glove at the end, to explosive tipped arrows. Ollie can use the bow itself as a striking weapon for surprise attacks.

  • Sky Alert: Green Arrow shoots an arrow into the air at a jumping opponent. The Meter Burn version has Ollie shoots three arrows into the air.
  • Dead On (Air): Green Arrow jumps into the air and fires an arrow straight down. The Meter Burn version has Ollie shoot three arrows down.
  • Savage Blast: Green Arrow jumps back and fires an explosive arrow. The Meter Burn version has Green Arrow fire two explosive arrows, one at long range and the other at short range.
  • Stinger: Green Arrow does a quick slide. The Meter Burn version does increased damage while sending the opponent farther back and Ollie fires an explosive arrow.
  • Up Haven Blast: Green Arrow fires an explosive arrow that travels in an arc. The Meter Burn version has Ollie fire a second explosive arrow at a shorter range.
  • Hurricane Bow: Green Arrow rapidly twirls his bow at his opponent before knocking them away with a sudden blow.

Super Move
Arsenal Assault: Green Arrow shoots an explosive arrow that launches the opponent in the air, then grapples the opponents to the ground and leaps over him/her while shooting three exploding arrows.

Injustice 2 game informatics Part 09: Green Lantern Hal Jordan


Rehabilitated by the Guardians of Oa, Hal Jordan overcame his worst fears from his time as a member of the Sinestro’s Corps. Now a Green Lantern once more, Hal returns to Sector 2814 on a mission to stop Brainiac’s invasion and prove to himself that he deserves a second chance at a brighter day.

Powers and abilities
Hal Jordan possesses a powerful force of will that allows him to wield the most powerful weapon in the universe: A green power ring, forged by the Guardians of the Universe and charged with the green light of the emotional spectrum, willpower. The ring can create any construct, and is only limited by Hal's imagination. The ring affords Hal with a protective barrier of light around his entire body, shielding him from bodily harm that would kill a normal person, such as a punch from Superman, and allows him to survive and speak in the vacuum of space, as well as affording him with the power of flight at the speed of light and high degrees of superhuman strength.

The ring's primary power of construct creation is manifested in Jordan's preferred use: As a trained test pilot for the Air Force, Hal primarily uses his ring to create constructs such as missiles, miniguns, and even fully functioning fighter crafts and engine turbines. Aside from these, Hal uses his ring to make simpler constructs like swords, baseball bats, a mace, and for defensive purposes, barriers of solid light and beams he can trap his foes in.

Hal's incredible willpower and ability to overcome fear allows him not only to be able to use a green power ring, but he can also use a yellow Qwardian ring, which affords him to the exact same abilities of a green ring, with the added bonus of being able to channel and empower himself with the yellow light of fear.
  • Oa's Rocket: Green Lantern fires a green missile shaped construct at his opponent. Can be fired from the air. The Meter Burn version causes the missile to explode on contact.
  • Rocket Power: Green Lantern fires two missile constructs from above his head at his opponent. The Meter Burn version fires a third missile after the first two connect.
  • Lantern's Might: Green Lantern captures his opponent in a beam from his ring and tosses them over his shoulder. The Meter Burn version has Green Lantern toss them a second time, allowing for a follow-up attack.
  • Minigun: Green Lantern summons a minigun construct and opens fire on his enemy. The Meter Burn version increases the amount of bullets fired and damage done.
  • Turbine Smash: Green Lantern summons a large turbine construct and rams it into his opponent. Can be done in the air. The Meter Burn version has the turbine go farther and increases damage.
  • Battery Blast: Green Lantern pulls his Power Battery and fires a single energy blast from it. Meter Burn causes it to fire a faster and higher damaging beam.
  • Bowled Over: Green Lantern rolls a low-hitting spiked ball construct at his opponent's feet. Meter Burn causes it to deal more damage and knock down on hit.
  • Overcharged Lantern: Green Lantern summons his Power Battery, which then explodes after a short period. Meter Burn deals more damage and knocks the opponent higher into the air.
  • Willpower Wall: Green Lantern summons a tall brick wall construct to stop opponents in their tracks. Meter Burn has Green Lantern demolish the wall towards the opponent, dealing more damage and knocking away on hit.

Super Move
Beware My Power: Green Lantern teleports the player/opponent to the Green Lantern homeworld of Oa before the Guardians of the Universe. First, he proceeds to smash the player/opponent with a hammer, He then proceeds to crash two touring coach buses into the opponent/player, then fires a swarm of jets and missiles into the opponent/player before teleporting him/her back to the stage. Yellow Lantern's variant is similar, except the constructs are yellow and he teleports the opponent/player to the antimatter world of Qward.

Injustice 2 game informatics Part 08: Cyborg


Victor Stone lost more than his friends at the tragedy of Metropolis, he lost his hope. His anger tempered his loyalty for Superman and he has remained eager to serve the Regime. With the world left unprepared for the looming threat, Cyborg may be the only one who can combat the technological might of Brainiac.

Powers and abilities
What little remains of Victor Stone's body is protected by Promethium metal shaped into a mechanical exo-skeleton, armed with advanced weaponry and constantly synced to the internet 24/7, allowing Cyborg complete and total access to all information stored in the world wide web. Cyborg's mechanical body affords him superhuman strength and durability high enough to trade and survive blows from Solomon Grundy, though not overpower the zombie. Cyborg's on-board weaponry includes his trademarked arm cannon, which can fire either high decibel blasts of sound or small spheres of energy, either in a single burst or rapid fire. Cyborg also possesses a large amount of missiles for long range attacks, which he can fire from a launcher on his back or from his shoulders. Cyborg also contains a built in Boom Tube to allow himself instantaneous teleportation from one location to another.

Though his arsenal is impressive, Cyborg's real talent is his computer skills. Victor can navigate and coordinate massive strikes through his natural connection to the web, and hack through almost any security system and take complete control of it himself, so long as he remains conscious during the takeover. If he is knocked unconscious during, or hacked himself, the feedback can knock him unconscious.


  • Nova Blaster: Cyborg forms his arm into a cannon and blasts a yellow orb of energy. The Meter Burn version has Cyborg fire a second orb into the air.
  • Air Nova Blaster: Cyborg fires a blast of energy while in the air. The Meter Burn version causes a second blast to fire and travel downward.
  • Power Fist: Cyborg transforms his right arm into a massive mechanical fist and uppercuts his opponent. The Meter Burn version has a Sonic Disruptor blast fire right after.
  • Techno Tackle: Cyborg charges and tackles his opponent into the ground. The Meter Burn version has Cyborg fire a Nova Blaster into his opponent's chest before jumping back.
  • Sonic Disruptor: Cyborg turns his arm into a cannon and releases a series of powerful sonic waves from his arm cannon.
  • Up Sonic Disruptor: Cyborg fires the sonic waves into the air.
  • Target Acquired: Cyborg launches two missiles from his back and controls their trajectory.


Super Move

Injustice 2 game informatics Part 07: The Flash


Once known as The Fastest Man Alive, Barry Allen has hung up his boots in public shame after defecting from the Regime. However as a new enemy threatens the innocent, The Flash returns to action, determined to redeem himself.

Powers and abilities
The Flash is connected to the near limitless interdimensional energy known as the Speed Force, which is the source of his powers. As such, Barry can run well past the speed of light and is even faster than Superman himself, having previously outraced the Man of Steel and even gods. Barry's connection to the Speed Force generates a frictionless aura around his body to protect himself from the dangers of running at high speed, generates large amounts of electrical energy around his body for various uses, and even move him so fast that his own perception of time is altered to where everyone around him is seemingly moving in slow motion when in reality Barry is simply moving too fast for them to catch up with.

The Speed Force also super charges his body, allowing him to recover from wounds at a rapid rate and increases Barry's over all durability. When pushing his speed to his absolute limits, Barry is even capable of traveling through time or other dimensions entirely on his own without technological aid.

In battle, the Flash uses his superspeed to his advantage, striking with multiple punches and kicks at high speeds for maximum damage, or using the lightning generated by the Speed Force to empower his punches and kicks or even his entire body. While Barry is fast enough to see or even catch approaching hits, he often doesn't think fast enough to use this to his full advantage, leaving him open to attacks he can actually block entirely.

Speed Dodge: Flash vibrates at high speeds, causing him to become intangible briefly. The Meter Burn version causes the Flash to release a small burst of lightning from his chest.
Lightning Charge: Flash thrusts his entire body forward while surrounded by electricity, headbutting his foe in the abdomen. The Meter Burn version has Flash perform a second hit, knocking his opponent higher into the air.
Lightning Kick: Flash delivers a swift lightning charged kick to his opponent's midsection. The Meter Burn version has Flash deliver three more kicks.
Sonic Pound: Flash leaps into the air and comes down hard with an electricity fueled punch that causes a small shockwave. The Meter Burn version increases the damage of the attack.
Flying Uppercut: Flash thrusts his entire body into the air, covered in lightning and headbutting his opponent similar to Lightning Charge.
Running Man Stance: Flash drops down and adopts a runner's stance as his body vibrates and charges with electricity, before doing either an overhead charge or a low sweeping dash.

Super Move
Time Changer: Flash hits the opponent that takes them into a spin. He then grabs them and travels back in time to slam them against the Sphinx, then he travels back in time again to slam them into a Tyrannosaurus Rex, and finally travels forward in time to slam the opponent into themselves.

Tuesday, May 16, 2017

Injustice 2 game informatics Part 06: Aquaman


The Atlantean ruler has isolated his kingdom from the surface world’s affairs after a punishing defeat during the fall of Superman’s Regime. However his determination to keep Atlantis' independence may cost him, as new threats rise can Aquaman swallow his pride to protect his people?

Powers and abilities
A human/Atleantean hybrid, Aquaman possesses a plethora of powers well above the average of both species. His hybrid nature allows him to breathe and survive underwater, gives him superhuman strength, stamina and durability needed to withstand the deep pressure of the ocean depths, this natural toughness allowing him to match and take blows from stronger opponents. Aquaman's most famous power is his ability to command all life within the sea, controlling them and commanding them to do his bidding, such as sharks, giant crabs, or even the legendary kraken. The number of sea life he can direct and command at any given time is unknown, but very large, as he was able to summon an entire swarm of massive crab beasts to counter Superman's Regime forces.

Aquaman also wields the Trident of Poseidon, which gives him so control over the elements of lightning and water. He is able to channel them through his trident, calling down bolts of lightning and summoning geysers of water to act as a barrier or even summon tidal waves to flood the battlefield. Aquaman wields his trident with sufficient skill, allowing him to battle off waves of enemies when he combines his super strength and the weapon together.


  • Trident Rush: Aquaman rapidly strikes his opponent multiple times using his trident. The Meter Burn version adds more strikes and increased damage.
  • From the Deep: Aquaman throws his trident through a water portal, causing a second portal to appear under his opponent and for the trident to rise up, striking his enemy. The Meter Burn version sees the trident back in Aquaman's hand as he calls down a bolt of lightning on his enemy.
  • Water Shield: Aquaman slams the bottom of his trident down, calling a swirling shield of water around himself. The Meter Version will cause a short range-explosion of water, damaging Aquaman's opponent.
  • Trident Scoop: Aquaman uses his trident to sweep his opponent off their feet and launch them over his head.
  • Trident Toss: Aquaman hurls his trident at his enemy.


Super Move
Atlantean Rage: Aquaman summons a powerful wave to flood the arena, washing the opponent away. As various sea creatures swim past, Aquaman uses his trident to stab the opponent before thrusting them into the ground. He then lifts his still-impaled opponent into the path of a Great White shark, which then bites the opponent and swims away as the water drains out of the arena.

Injustice 2 game informatics Part 05: Wonder Woman


An exiled sister of Themyscira, Wonder Woman remains in hiding after the fall of the Regime. Still an ardent believer of Superman and his rule, Wonder Woman awaits her opportunity to strike back against Batman and free Superman from his imprisonment.

Powers and abilities
The daughter of the Olympian god Zeus and the Amazon Queen Hippolyta, Wonder Woman is one of the most powerful demigods alive, boasting superhuman strength, durability, stamina, and speed, all at least on par with Superman, with Diana also possessing the power of flight and godlike longevity due to her status as a demigod. When Wonder Woman combines her natural powers with the skills and training she received from her time raised among the Amazons of Themyscira, her skills allow her to overcome opponents even more powerful than herself, as seen when she defeated Superman in a one on one fight.

Aside from her natural abilities, Diana retains several magically forged weapons, both offensive and defensive, most forged by the smith god Hephaestus. Diana's tiara more than signifies her royal status, and can act as a projectile weapon similar to a boomerang, while her gauntlets allow her to deflect bullets and other weaponry. For primary offense, Diana prefers her sword and shield, with her sword powerful enough to cut Superman and Captain Atom, her shield indestructible to any attack. Wonder Woman's most famous weapon is her Lasso of Truth, a magical sewn golden rope that compels anyone touching it to tell the truth. Diana uses the lasso to bind and reel her opponents in, and can even use its truth speaking capabilities offensively, having depowered Black Adam himself when she compelled him to speak his magic word.


  • Straight Tiara: Wonder Woman flings her tiara at her opponent. Can be done in the air. The Meter Burn version causes the tiara to hit twice on the rebound.
  • Amazonian Uppercut: Wonder Woman flies into the air while uppercutting her enemy. The Meter Burn version has Wonder Woman slam into her opponent while they're in the air.
  • Amazonian Smash (Air): Wonder Woman flies into the air, and charges down fist first. The Meter Burn version has Wonder Woman charge her opponent into the air with an uppercut.
  • Lasso Grab: Wonder Woman flings her lasso out, grabs her opponent with it and yanks them back before uppercutting them into the air. The Meter Burn version has Wonder Woman grab and hold her opponent before tossing them aside.
  • Lasso Spin: With her lasso held tightly in her hand, Wonder Woman uppercuts her opponent.
  • Bracelets of Submission: Wonder Woman holds her Bracelets over herself, deflecting projectiles.
  • Up Tiara: Wonder Woman throws her tiara into the air.
  • Down Tiara (Air): Wonder Woman throws her tiara down at her opponent while in the air.
  • Demigoddess' Might: Wonder Woman charges at her opponent in midair.
  • Shield Toss: While in her Sword and Shield stance, Wonder Woman throws her shield at her opponent. The Meter Burn version has the shield hit a second time on the rebound.
  • Amalthea Bash: While in her Sword and Shield stance, Wonder Woman bashes her opponent in the face with her shield. The Meter Burn version adds a second hit.
  • Shield Strike: While in her Sword and Shield stance, Wonder Woman backhands her opponent with her shield.
  • Up Shield: While in her Sword and Shield stance, Wonder Woman throws her shield into the air.
  • Down Shield (Air): Wonder Woman throws her shield down at her opponent.


Style Change: Wonder Woman's character trait is the ability to switch weapons from a Sword and Shield to the Lasso of Truth. Both weapons enable her to use exclusive special moves depending on which weapon she is using.
While using the Lasso of Truth, Wonder Woman has more combos and greater mobility, but takes more damage.
While using the Sword and Shield, Wonder Woman takes less damage, but has less combos and decreased mobility.

Super Move
Princess Power: Wonder Woman stuns her opponent with a blast from her bracers, lassos them and uppercuts them with her shield, which she then throws at them. She then jumps up and punches the opponent to the ground before impaling them with her sword and shield, then stomps on them.

Injustice 2 game informatics Part 04: Batman


Even after he’s been exposed to the world as Batman, Bruce Wayne keeps his vow to avenge his parents’ death by fighting for justice. He refuses to execute his enemies, believing that once he crosses that line, he’s no better than the cowards he battles.

Powers and abilities
Though only a mere mortal when compared to the godlike superhuman beings that litter the Injustice universe, Batman is still one of the most dangerous men alive. Having honed his body to near perfection, mastered almost every martial arts style known, and trained his mind to solve any problem, Batman is more than capable of holding his own against genuine superhumans and aliens through cunning wit and advanced weaponry.

Batman's costume acts as a durable body armor, while his utility belt hides a plethora of advanced weaponry created by the Dark Knight himself, ranging from his infamous Batarangs, shuriken style throwing bladed weapons in the shape of his trademark bat symbol, and when the Batarang's cutting power isn't enough he can use an explosive variant for added punch, a grappling gun used to pull and propel himself as well as his enemies when used offensively, various type of bombs ranging from smoke to fragment explosives, tasers, and sonic devices used to disable his enemies and summon bats. Batman is also capable of calling three mechanical bat devices that hover around, the bats serving for offense by launching themselves at his enemies, or defensively, acting as a shield to protect him.


  • Straight Grapple: Batman fires a grappling hook towards his opponent, and if it connects, he reels towards his opponent and delivers an airborne kick. The Meter Burn version has Batman stop just short of his still reeling enemy.
  • Sky Grapple: Batman shoots his grappling hook into the air while saying, "Get down here!" and when it connects, he will bring his opponent down far behind himself. The Meter Burn version causes Batman to slam his opponent down and for them to bounce.
  • Batarang: Batman pulls out two Batarangs and then throws them at his opponent. The Meter Burn version causes the Batarangs to explode.
  • Up Batarang: Batman throws a Batarang into the air. The Meter Burn version causes it to explode.
  • Slide Kick: Batman will quickly slide across the ground with a trip kick that knocks his opponent down. The Meter Burn version adds an exploding Batarang after the kick.
  • Scatter Bombs: Batman jumps into the air, releasing small explosives.
  • Cape Parry: Batman flings his cape over himself and if his opponent hits his cape, he unleashes a series of counterattacks. In Injustice 2, this can be Meter Burned as an Ability.
Super Move
Bat of Gotham: Batman tackles his opponent, attaching a gadget that lifts them into the path of the Batwing, which pulls them straight up before turning and diving. The Batwing fires a machine gun at the opponent before hitting them with a missile, sending them crashing to the ground.

Injustice 2 game informatics Part 03: Superman


After the fall of the Regime, Superman now remains a permanent resident of a prison built to contain and suppress the man of steel. Still grieving the loss of Lois and their unborn son, Superman maintains that peace can only be achieved through subjugation -- But as a new threat looms, can old enemies forge new alliances?

Powers and abilities
Superman has been stated by several different characters to be the most powerful being on the planet Earth, and has fought against entire legions of Green Lanterns and even gods and held his own with little effort. Kal-El's Kryptonian cells can absorb and store vast amounts of solar energy from the Sol System's yellow sun, super charging him and giving him power far beyond any Earth-born metahuman, and even other alien beings of similar albeit innate power. Superman possesses superhuman strength of the highest degree, stamina, superhuman speed, limited healing factor and invulnerability to almost everything save from the radioactive element Kryptonite. Superman's vast strength and durability allows him to go toe-to-toe with gods, among them Darkseid, and hold his own.

Super Breath: Superman exhales a strong gust of wind to blow his opponent over. The Meter Burn version turns the Super Breath into Arctic Breath and freezes them solid in place.
Heat Vision: Superman fires a sweeping twin set of beams of intense heat from his eyes at his opponent. The Meter Burn version shoots an additional powerful blast after the first one connects. Can be done in the air.
Rising Grab: Superman jumps into the air, grabbing his opponent and slams them back down on the ground. The Meter Burn version has Superman go higher and throw his opponent down harder.
Flying Punch: Superman lunges forward and punches his opponent to the ground. The Meter Burn version adds two additional punches.
Flying Ground Smash: Superman flies into the sky and lunges down on his opponent from above. The Meter Burn version has Superman lift his opponent in the air and slam them back into the ground.
Heat Zap: Superman fires a quick burst of heat vision at his opponent. In Injustice 2, this can be Meter Burned as an Ability and is called Empowered Heat Zap.
Low Scoop: Superman scoops his opponent up by flipping them off their feet with a quick sweep.
Lockdown Launch: Superman flips his opponent in the air and punches them to the ground. The Meter Burn version turns it into a combo starter.
Ground Tremor: Superman slams his fist into the ground, creating a damaging shockwave. The Meter Burn version adds an additional ground pound that knocks the opponent off their feet.
Air Heat Zap: Superman performs his Heat Zap in mid-air.
Krypton Charge: Superman charges at his opponent in mid-air, knocking them across the screen.

Super Moves
Final Flight: Superman flies forward to grab his opponent by the throat and launches them into the stratosphere with a powerhouse punch. Streaking after them, he sends them flying with two more punches, then flies ahead and catches them. He then dives down, slamming his opponent into the ground. (IJ2)
Meteor Drop: Superman flies into orbit and smashes a meteor onto the head of his opponent, triggering Final Flight.

Monday, May 15, 2017

Injustice 2 game informatics Part 02: Characters


The base roster for Injustice 2 includes 29 playable characters, consisting of both new and returning heroes and villains. The game will also feature additional characters available as downloadable content (DLC). According to Senior Marketing Game Manager Brian Goodman, the playable characters were decided upon by NetherRealm Studios in collaboration with DC Comics, similar to the previous title. Factors which influenced the selection process included the characters' lore, personalities, fighting styles, popularity, and how well they would service the story. Creative Director Ed Boon stated that Injustice 2's roster would contain more relatively obscure characters, since Injustice: Gods Among Us had covered most of DC Comics' most notable figures. He teased the possibility of third-party DLC characters, which were well-received in Mortal Kombat X.

New playable characters are listed in bold.
Aquaman
Atrocitus
Bane
Batman
Black Adam
Black Canary
Blue Beetle
Brainiac
Captain Cold

Catwoman
Cheetah
Cyborg
Darkseid
Deadshot
Doctor Fate
Firestorm

Flash
Gorilla Grodd
Green Arrow
Green Lantern
Harley Quinn
Joker
Poison Ivy
Red Hood
Robin/Nightwing
Scarecrow
Starfire
Sub-Zero
Supergirl

Superman
Swamp Thing
Wonder Woman

Injustice 2 game informatics Part 01: Introduction

 
Injustice 2 is a fighting video game developed by NetherRealm Studios and published by Warner Bros. Interactive Entertainment. It is the sequel to 2013's Injustice: Gods Among Us. The game was released in May 2017 for the PlayStation 4 and Xbox One. Similar to the previous installment, a companion mobile app was released for iOS and Android devices.

The core gameplay remains similar to its predecessor, albeit with minor adjustments to returning game mechanics. Injustice 2 introduces a new feature called the Gear System, a loot-dropping system that rewards players with costume pieces and equipment that can be used to customize characters' appearances and modify their abilities and stats. The storyline centers around Batman and his insurgency's attempt to restore society after the fall of Superman's regime; however, the arrivals of the newly formed supervillain group "The Society" and the alien Brainiac force Batman to consider freeing the imprisoned Superman to help combat the threats.

Injustice 2 was revealed by NetherRealm Studios and Warner Bros. Interactive Entertainment in June 2016. According to developers, the idea for implementing an RPG-style progression system into a fighting game had existed since before the fall of Midway Games, the original publisher for the Mortal Kombat series. Director Ed Boon also sought to include gameplay mechanics used by multiplayer shooter games, such as personalization, character creation, loot, and leveling up, which led to the development of the Gear System.