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.
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.
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