Tuesday, May 16, 2017

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.

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