DC vs. Sega: Chaotic Justice/Movesets

Special Moves

 * 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.

Other Moves

 * Grab: Superman grabs his opponent, lifts them into the air, spins and throws them back down the ground.

Character Trait

 * Fury of Krypton: Superman draws in more solar power from the sun, gaining a red aura around his body, which will cause all of Superman's attacks to ignore armor and inflict increased damage for a short period of time.

Super Move

 * 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.

Special Moves

 * Straight Grapple: Batman fires a grappling hook towards his opponent, and if it connects, Batman 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.

Character Trait

 * Bat Strike: Batman summons mechanical WayneTech bats that attach to the opponent and explode.

Other Moves

 * Grab: Bizarro shoves his opponent to the ground and zaps them with heat vision, then shoots into the sky and comes down hard, pounding the opponent into the ground.

Super Move

 * Kryptonian Crush: Bizarro flies toward his opponent, grabs them, and catapults them into orbit with an uppercut. He follows them into space and hammers them with an axe-handle punch, sending them crashing back down to earth.

Special Moves

 * Bloody Spear: Scorpion fires his chain and kunai from under his arm, and when it connects with his opponent he yanks them towards himself while shouting, "GET OVER HERE!" or "COME HERE!" and when they reach him, he uppercuts them with a flame covered fist. The Meter Burn version has the opponent stop just when they reach Scorpion.
 * Hell Fire: Scorpion summons the fires of the Netherrealm under his opponent, burning them. The Meter Burn version has Scorpion completely consume them in hellfire.
 * Teleport Punch: Scorpion vanishes in a burst of hellfire and reappears behind his opponent, punching them. The Meter Burn version has him deliver a hellfire covered uppercut after the first punch. Can be done in the air.
 * Leg Takedown: Scorpion slides across the ground, tangles his legs with his opponent's and knocks them down.
 * Flip Kick: Scorpion delivers a hellfire covered flipkick to his opponent's jaw.
 * Air Throw: Scorpion catches his opponent midair, spins himself and them and throws them back down to the ground.

Other Moves

 * Grab: Scorpion grabs his opponent and summons a portal of hellfire under their feet where a demonic skeleton grabs them, pulling them partially down, and Scorpion stomps on their head, sending them into the portal, and they are spat back out of another portal.

Character Trait

 * Shroud of Flames: Scorpion is encased in an aura of flames from the Netherrealm, which does a moderate amount of damage when activated. While the trait is active, a small amount of damage is done to the opponent if Scorpion is in close proximity to him/her.

Super Move

 * The Netherrealm: Scorpion teleports behind his opponent and kicks him/her in the back, teleporting both him and the opponent to the Netherrealm. He then raises two walls from the ground and launches two spears into the opponent and lights him/her in hell fire. Dragging his opponent by his spears, Scorpion then slams him/her into both walls. Finally, he leaps into the air and slams the opponent into the ground, teleporting them both back to the original arena.

Special Moves

 * Ice Blast: Sub-Zero launches an icy projectile at his opponent.
 * Unlike in Mortal Kombat, it only freezes the opponent when Meter Burned.
 * Slide: Sub-Zero slides across the floor on a trail of ice, flipping the opponent into the air. The Meter Burn version has Sub-Zero follow up with an additional ice blast for increased damage.
 * Ice Burst: Sub-Zero pulses out a wave of cryonic energy, knocking the opponent off their feet. The Meter Burn version has Sub-Zero follow up with a shoulder charge, sending the opponent flying.
 * (Air) Frost Hammer: Sub-Zero summons his frost hammer in mid-air and slams the head into the ground, knocking the opponent down. The Meter Burn version adds an additional strike for increased damage.
 * Polar Puncture: Sub-Zero grabs his opponent and stabs them repeatedly in the abdomen with two ice daggers before jamming them into their chest. The Meter Burn version freezes the opponent, allowing for follow-up attacks.
 * Ice Port: Sub-Zero quickly teleports and reappears behind or away from his opponent. (Ability)
 * Barrier of Frost: Sub-Zero forms an ice shield in front of him that parries the opponent's attacks and absorbs projectiles.

Other Moves

 * Grab: Sub-Zero impales his opponent (in the abdomen) from behind with an ice sword, before he leaps backwards (leaving an Ice Clone in his place) and reappears in front of them (as they are being frozen by the ice sword of his ice clone) leaping towards, and smashing them, with an ice hammer.

Character Trait

 * Ice Clone: Sub-Zero creates an ice statue of himself. This can be done either on the ground (in which he just leaps back and produces it) or in the air (in which he either does it while backflipping (in which actually stays in place), or actually sends it towards the opponent while executing a flying side kick). Anyone who comes into contact with the Ice Clone is instantly flash-frozen. Two can exist at once, and the ice clone can be thrown at people, which will not freeze the opponent.

Super Move

 * Deep Freeze: Sub-Zero strikes the ground with an icy blast, that knocks his opponent backwards. Sub-Zero then slides towards his opponent, flipping them into the air. As they tumble in his direction, he stops his slide and freezes them in mid-air before brutally slamming them with an ice hammer, sending them flying. He then uses Ice Port to teleport in front of them and barrages them with numerous icy spikes, freezing them mid-flight, before leaping towards them, grabbing their head and flipping forward, violently slamming them face-first into the ground, shattering the ice and damaging them.

Super Move

 * Power Surge: Raiden raises his hands in the air, emitting electrical shocks that hit the opponent when coming to contact, he transports the opponent and himself to Earthrealm at the stone bridge located at the raining Sky Temple. Raiden punches the opponent before teleporting to the end to lift the opponent to the sky, the thunder violently electrocutes the opponent. Raiden uses his electrical powers to transform into a dragon (à la the Mortal Kombat logo). The dragon bites at the opponent and descends down to the surface, triggering an electrical explosion. Afterwards, Raiden and the opponent are transported back to the stage. If a player chooses Black Lightning, the giant fist was used at the opponent instead of the dragon.

Special Moves

 * Spin Dash: Sonic performs his iconic Spin Dash by curling into a ball and spinning on the ground in-place before dashing forward, tackling the opponent when hit. This can be charged by repeatedly pressing the button.
 * Meter Burn allows Sonic to grab the opponent, spinning them in the air before slamming them into the ground.
 * Homing Attack: Sonic jumps up into the air and curls into a ball before launching himself at the opponent. He can repeat this if the move's input is pressed rapidly.
 * Meter Burn lets Sonic bounce on the opponent and perform a shockwave, which flies the opponent in the air.
 * Blade Tornado: Sonic spins his sword from Sonic & the Black Knight towards the opponent and sends them in the air with a tornado before uppercutting them.
 * Meter Burn lets Sonic conjure a wind blast which uppercuts the opponent higher into the air.
 * Boomerang Ring: Sonic tosses his ring like a boomerang towards the opponent which returns back to him after it is throwed.
 * Meter Burn causes the ring to explode after an impact with the opponent, causing higher damage.

Other Moves

 * Grab: Sonic grabs the opponent and does a backflip, taking them into the air. Sonic then gets on top of the opponent, curls into a ball, and spins, grinding the opponent underneath his spines before kicking them away.
 * Abilities
 * Blazing Feet: Sonic activates a Power Ring which envelopes his body and feet in flames for a short amount of time, increasing his strength and speed. Replaces Item Box. Requires both Ability Slots.
 * Blue Tornado: Sonic spins too fast in a circle, creating a tornado on the ground. This will lift the opponent into the air, leaving them vulnerable while airborne. Adds the move. Replaces Blade Tornado.
 * Light Speed Dash: A trail of rings appears and Sonic dashes along them, attacking the opponent. A direction can be inputted either forwards, upwards or backwards. Adds the move. Requires both Ability Slots.
 * Meter Burn has more rings, allowing Sonic to dash across the entire screen and does more damage.
 * Blue Bounce: Sonic curls into a ball and bounces like a ball while spinning. Has Close, Mid and Far versions. Adds the move. Requires both Ability Slots.
 * Super Peel-Out: Sonic starts to run in-place, moving his legs in a specific circle pattern while remaining stationary. He then dashes forward more faster across the screen, damaging the opponent in process. Replaces Spin Dash.

Character Trait

 * Item Box: A item box from the Genesis games appears and Sonic jumps up on it, giving himself either a Fire Shield which allows him to dash forward with a fiery trail, a Bubble Shield which allows him to bounce on the ground while he's in the air or a Lightning Shield which makes him to perform a double jump and damages the opponent on-contact for 10 seconds.

Super Move

 * Super Sonic: Sonic transforms into Super Sonic by absorbing Chaos Emeralds and charged at the opponent, uppercutting them to Earth's atmosphere. He then pummels them with series of punches and throws them towards the Death Egg base. Sonic then boosts on towards the opponent at maximum speed and slams them on the base. The impact of the slam obliterates the base and blasts the opponent back to the stage as Sonic turns back to normal on the ground.

Chaotic Finish

 * Super Barrage Finish: Sonic dashes at the opponent and kicks them in the face. If he hits, he then curls into a ball and levitates into the air while spinning, hitting the opponent with 4 rapid spinning attacks empowered by Chaos energy, knocking them backwards in the process. Sonic then roundhouse-kicks the opponent into the air before flying after them and kicking them back towards the ground. Sonic then curls into a ball again and hits the opponent with 6 rapid Homing Attacks before finishing them off with a point-blank blast of multi-colored Chaos energy.

Character Trait

 * Witch Time: If timed correctly before the opponent lands the attack on her, Bayonetta activates her Witch Time ability on the opponent, greatly slowing them down for 10 seconds, during which they're vulnerable to combos.

Super Move

 * Umbran Climax: Bayonetta quickly slides forward at the opponent. If her attack connects, she kicks the opponent into the air. As they're airborne, she aims her Love is Blue weapon upwards and shoots out a barrage of bullets in the shape of a heart, all of which explode on the opponent. She then poses and shouts "Auravora!", causing the hair around her body to form into a portal on the floor which summons Gomorrah. Gomorrah catches the opponent in it's mouth and chews down on them 3 times, before roaring and spitting them out back to the stage. It then disappears afterwards.

Sei
Special Moves

Special Moves

 * Power Bracelet: Alex shoots a shockwave projectile from his fist.
 * Meter Burn has Alex shoots 3 shockwave projectiles in a succession.
 * Pogo Stick: Alex hops on a pogo stick and leaps into the air before landing back on the ground. Has Close, Mid and Far versions.
 * Rice Ball: Alex Kidd eats a rice ball, healing his health.
 * Shinobi Teleport: In a puff of smoke, Alex teleports behind the opponent and slashes them with a sword.
 * Meter Burn has Alex doing a flip-kick to launch the opponent for a free hit or combo instead of slashing.
 * Sukopako Motorbike: Alex hops onto his motorcycle and charges forward.
 * Meter Burn makes the motorcycle go faster, exploding after the move for a extra hit.
 * Shellcore Technique: Alex punches the boulder, sending it's pieces at the opponent.
 * Meter Burn has a bigger boulder, allowing Alex to break for more pieces to send at the opponent.

Other Moves

 * Grab: Alex grabs the opponent, enlarges his fist and then punches them away.
 * Abilities
 * Teleport Powder: Alex uses Teleport Powder to become invisible for 5 seconds. Adds the move. Requires both Ability Slots.
 * Magic Capsule A: Alex drops a capsule which releases 8 mini Alexs to attack the opponent in the ground. Adds the move.
 * Peticopter: Alex hops onto his pedal helicopter, flying towards the opponent. Can be done in the air. Replaces Sukopako Motorcycle.
 * Meter Burn has Alex shooting bullets from his helicopter during the charge to attack the opponent.
 * Cloud Trap: Alex Kidd forms a cloud. If the opponent walks into it, they're bounced off the ground. Adds the move. Requires both Ability Slots.
 * Magic Capsule B: Alex drops a capsule, creating a barrier which reflects projectiles back to the opponent. Adds the move.
 * Weight Drop: Alex drops a weight from the sky, which crushes the opponent underneath. Adds the move. Requires both Ability Slots.
 * Telepathy Ball: Alex pulls out a Telepathy Ball, countering the opponent's attack if close to him. Adds the move. Replaces Shinobi Teleport.
 * Cane of Flight: Alex flies into the air by using Cane of Flight. If the opponent attacks him, they're pushed away. Replaces Pogo Stick.

Character Trait

 * Jan-Ken Counter: Alex does a random hand sign (Rock, Paper or Scissors). If the opponent attacks him, he counters with a hand sign, increasing his stats for a short time like The Joker's.
 * Rock: Increases Alex's strength.
 * Paper: Increases Alex's speed.
 * Scissors: Increases Alex's health.

Super Move

 * Shellcore Inferno: Alex Kidd brings his fist back and punches the opponent in their chest. Alex then spins around to create a giant tornado which will launch the opponent up into the air. He then says "You might want to brace yourself to this!" as he suddenly spins around on a nearby pole at a fast rate while being coated with fire. He then lets go and launches himself upwards into the sky to hit the opponent with a punch (in slow-motion). Afterwards, the opponent falls onto the stage as Alex lands on the ground.

Chaotic Finish

 * Tales of Miracle World: Alex Kidd dashes forward and hits the opponent with his sword from Alex Kidd in Shinobi World. If the hit connects, he transforms into a variety of his different incarnations from different games that continuously attack the opponent. The real Alex then drops from the sky to punch the opponent onto the ground in order to finish them, until the screen closes as a book which Alex places in a shelf, ending the match.