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. 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.

Other Moves

 * Grab: Batman grabs his opponent and grapples up with them, then slams them into the floor.

Character Trait

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

Super Move

 * The Dark Knight: Batman throws a smoke batarang at the opponent, quickly inputs his co-ordinates to the Batmobile, then shocks the enemy with two tasers and follows up with a knee to the face. He then throws an explosive batarang at the opponent and jumps out of the way as the Batmobile drives in to run over the opponent.

Chaotic Finish

 * 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.

Special Moves

 * 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.

Other Moves

 * Grab: Wonder Woman grabs her opponent, gives them a strong punch across the face, then spins them around before tossing them.

Character Trait

 * 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

 * Justice Javelin: Wonder Woman bashes the opponent with her shield then lassos the opponent and calls her two Amazons. One Amazon holds the opponent and knees him/her in the back, then the second Amazon breaks a spear across the opponent's face. Finally, Wonder Woman pulls the opponent towards her and slashes him/her with her sword.

Chaotic Finish

 * Princess Power: Wonder Woman stuns her opponent with a blast from her bracers, lassos them with her leg 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.

Special Moves

 * 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.

Other Moves

 * Throw: Green Lantern grabs his opponent while summoning a brick wall construct behind him and throws them into it before kicking them through it.
 * Throw: Green Lantern delivers a powerful blow the opponent's stomach, before dropping three steel beam constructs on their body.

Character Trait

 * Green Lantern's Light/Power Ring: Increases Green Lantern's overall damage and amplifies the power of many of his Special Moves.

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.

Special Moves

 * 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.

Other Moves

 * Grab: The Flash grabs his opponent, rapidly punches them in the abdomen before running back and reappearing behind them to deliver a sudden elbow jab to their back that sends them forward.

Character Trait

 * Time Loop: The Flash's character trait is the ability to slow down the opponent as if the Flash was moving super fast. It enables him to perform combos that weren't previously possible and also allows him to easily dodge attacks from his opponent.

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 (which makes it angry), and finally travels forward in time to slam the opponent into themselves.

Special Moves

 * Atlas Tornado: Shazam charges headfirst at his opponent, flying past them as he spins while covered in lightning. The Meter Burn version has Shazam grab and throw his opponent into the ground after the attack connects.
 * Bolt of Zeus: Shazam summons a bolt of lightning into his hand and throws it at his opponent. The Meter Burn version increases the size and power of the lightning bolt.
 * Herculean Might: Shazam grabs his opponent, jumps and turns, while summoning a bolt of lightning to strike them as he lets go. The Meter Burn version causes the opponent to bounce after the lightning bolt strikes them.
 * Achilles' Clutch: Shazam grabs a ducking opponent and lifts them into the air before throwing them back down. The Meter Burn version has Shazam do a divekick after tossing his opponent.
 * Mercury Storm: Shazam teleports back or forward in a stream of lightning.

Other Moves

 * Grab: Shazam grabs his opponent, and slams then down on his knee as he simultaneously calls down a lightning bolt, throwing them aside after it strikes.

Character Trait

 * Solomon's Judgement: Shazam calls down and catches bolts of lightning that augment all of his punching attacks to increase their damage for a limited period of time.

Super Move

 * The Power Of SHAZAM: Shazam uppercuts his enemy into the stratosphere and pummels his opponent with a series of blows. Then he elbows the opponent in the back, grabs his enemy by the legs, spins his enemy, and throws his opponent back on the ground.

Special Moves

 * Mace Charge: Hawkgirl rises into the air and charges forward swinging her mace out. Can be done in the air even higher. The Meter Burn version adds a second mace blow.
 * Mace Toss: Hawkgirl twirls her mace before throwing it at her enemy and catches it as it rebounds back. Can be done in the air. The Meter Burn version has Hawkgirl follow up with a shoulder charge as she catches her mace.
 * Downward Mace (Air): Hawkgirl jumps into the air and throws her mace down at her opponent. Hawkgirl follows up with a shoulder charge as she catches her mace.
 * Heavenward Stomp: Hawkgirl jumps into the air and brings her heels down on her opponent.
 * Wing Evade: Hawkgirl jumps back into the air borne aloft on her wings. She can follow up with several attacks:
 * A stomp.
 * A mace swing.
 * A flip kick.

Other Moves

 * Grab: Hawkgirl grabs her opponent in a fullbody hug, flies and twirls down in the air before slamming them headfirst into the ground.

Character Trait

 * Soaring Hawk: Hawkgirl's trait allows her to be suspended in the air for a brief period of time. While in this stance, additional moves are made available to her.

Super Move

 * The Power Of Nth:  Hawkgirl takes her opponent up into the air and lets him/her go. She then flies in from the side and smashes her opponent's face with her mace, and does the same thing again, but from above her opponent. This sends the opponent back down to the arena.

Special Moves

 * 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.

Other Moves

 * Grab: Aquaman grabs, trips, and impales his enemy, and then delivers an electric shock via his trident before shoving him away.

Character Trait

 * Water of Life: Aquaman's trait allows him to recover from hit-stun quickly for a small amount of time, giving him a natural combo breaker.

Super Move

 * The Beast Below: Aquaman stabs his opponent with his trident and throws them over his head, before flooding the arena. He then lifts his opponent above the surface of a whirlpool as lightning strikes his trident, followed by a couple of slashes. Suddenly, a large Mosasaur bites his opponent and swims down with Aquaman following. The Mosasaur drops his opponent as Aquaman impales them with his trident once again.

Chaotic Finish

 * 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.

Special Moves

 * 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.

Other Moves

 * Grab: Green Arrow jabs the end of his bow into his opponent's abdomen then snags them by the neck with it and throws them over his shoulder.

Character Trait

 * Take Aim: Green Arrow's character trait is the ability to use his arrows with a single button press. By pressing certain directional inputs with the character trait button, it allows Green Arrow to change the type of arrow he uses into one of three elemental types: Fire, Electric and Ice.
 * If the Character Trait button is held down, it allows Green Arrow to charge the arrow, as well as move around and jump with it and aim where he wishes to shoot it. This can also be dash cancelled if the player chooses to not shoot the arrow.
 * His Default Broadhead Arrow deals little damage but can be used unlimited times.
 * His Fire Arrow deals the most damage of all the arrows and can be used three times.
 * His Electric arrow deals less damage than his Fire Arrow, but stuns the opponent for a small amount of time for combo opportunities and can be used two times.
 * His Ice Arrow does no damage. They freeze the opponent, leaving him/her open for follow up combos but can only be used once.

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.

Special Moves

 * WingDing (Air): Nightwing jumps into the air and throws several WingDings at his opponent. The Meter Burn version adds a third WingDing.
 * Ground Spark: Nightwing slams his escrimas together, creating an electric charge, and slams them on the ground, sending the charge at his opponent. The Meter Burn version releases a more powerful charge.
 * Escrima Fury: Nightwing unleashes a rapid combo of blows using his escrima sticks. The Meter Burn version adds more hits, the final blow knocking Nightwing's opponent into the air.
 * Flip Kick: Nightwing jumps into the air, and flips himself over, slamming his heels down on his opponent's head. The Meter Burn version has Nightwing slam his escrimas down on his opponent after the kick.
 * Scatter Bomb: Nightwing throws a small explosive into the air. The Meter Burn version increases the size of the explosion.
 * Staff Spin: With his escrima sticks combined into a staff, Nightwing twirls his staff rapidly before knocking his opponent away. The Meter Burn version adds an additional stronger hit at the end of the combo.
 * Ground Blast: With his escrima sticks combined, Nightwing slams the bottom of his staff against the ground, releasing an electric charge on his opponent. The Meter Burn version has Nightwing release a second, stronger charge.
 * Flying Grayson: Combining his escrimas into a staff, Nightwing uses it to propel himself forward in a sudden kick.

Other Moves

 * Grab: Nightwing runs up his opponent, knocking them over, and comes down slamming his knees into their shoulders and bashing their head with a doublefist slam.

Character Trait

 * Style Change: Nightwing's character trait is the ability to switch his weapons between dual Escrima Sticks and a Staff. This helps him deal with a large amount of situations and get an edge over power users. Nightwing can even switch in the middle of some combos and Special Attacks, further increasing his unpredictability.
 * When using his Escrima Sticks, Nightwing's movement speed and dash/jump range increase, but the range of his attacks becomes shorter.
 * Conversely, the Staff fighting style increases the range of Nightwing's attacks at the cost of mobility.
 * Certain moves can cancelled by switching between weapons, opening new combo opportunities.

Super Move

 * Dark as Night: Nightwing jumps onto his motorcycle and repeatedly slashes the opponent with electrified blades on his gauntlets. Nightwing then jumps off of his motorcycle to slam his electrified staff into his opponent's chest.

Special Moves

 * Empty Void: Raven summons a barrier of dark magic in front of herself, which absorbs any projectile sent at her. The Meter Burn version has Raven reflect the projectile back at her opponent.
 * Soul Crush: Raven summons dark magic around her hands and telekinetically contorts her opponent into a painful ball. The Meter Burn version causes an explosion of dark magic at the end of the attack.
 * Singularity: Using her telekinesis, Raven lifts her enemy into the air before slamming them back down to the ground. The Meter Burn version causes her opponent to bounce.
 * Shadow Raven: Raven fires a dark ball of magic at her opponent.
 * Event Horizon: Only available in her Demon Stance, Raven draws her opponent towards her with telekinesis before shoving them back with a palm thrust empowered by magic. The Meter Burn version has Raven summon a claw of dark magic to grasp her opponent's face, leaving them momentarily vulnerable.
 * Negative Mass: Only available in her Demon Stance, Raven conjures a beam of dark magic from under her opponent. Can be done from mid, to far and close ranges. The Meter Burn version causes a demon to rise out of the ground to uppercut her opponent after the beam hits them.
 * Dark Transmission: Only available in her Demon Stance, Raven teleports in the image of a flock of ravens, reappearing in front of or behind her opponent. Can be done in the air.

Other Moves

 * Grab: Raven grabs her opponent with dark magic and using her telekinesis, flings them into the air and behind her, before slamming them down on the ground.

Character Trait

 * Demon Stance: Demon Stance allows Raven to manifest the power of her Soul-Self, which is an ability that replaces and unlocks additional Special Moves for a limited amount of time. This happens when she utters the word "Azarath", or says, "Darkness take you." In her Regime costume, she says, "Now I unleash Hell!" or "Feel Trigon's might!"

Super Move

 * Deadly Sin: Raven teleports her opponent to a dark dimension where she summons three demons to attack her enemy. She then summons Trigon to attack by shooting burning rays from his eyes which takes the fight back to the original arena that the player started on.

Special Moves

 * 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.

Other Moves

 * Grab: Cyborg grabs his opponent, slams his transformed arm into their abdomen while releasing a burst of electricity to shock them and then tosses the opponent over his shoulder.

Character Trait

 * Repair Circuit: Cyborg's character trait is the ability to regenerate health. The longer the button is held, the more health Cyborg regenerates.

Super Move

 * Target Lock: Cyborg begins his Super Move by punching his opponent with an enlarged metal fist. If his punch is successful, the opponent is stunned long enough for Cyborg to transform his upper body into a giant laser cannon that blasts the opponent with a massive energy beam. After a second, Cyborg turns up the power even further, blowing the opponent away.

Special Moves

 * Crowbar: The Joker pulls out a crowbar and strikes his opponent three times, the third blow knocking them away. The Meter Burn version adds several more hits.
 * Laughing Gas: The Joker tosses a laughing can full of green gas at his opponent. The Meter Burn version has the Joker shoot the canister, causing it to explode when it connects.
 * Rolling Laughing Gas: The Joker drops the laughing can and kick it at his opponent. The Meter Burn version has the Joker shoot the canister when it connects, causing it to explode.
 * BANG!: The Joker pulls out his revolver and fires a single shot at his enemy.
 * Chattering Teeth: The Joker tosses a single set of chattering teeth that turns into a large clump of them that explode on contact with his opponent.
 * Acid Blossom: The Joker fires a stream of acid from the flower on his jacket.

Other Moves

 * Grab: The Joker sticks his opponent's abdomen with his knife and then slams their face with a canister of gas as he rips the knife out.

Character Trait

 * Joker's Wild: Joker's power is a high and low parry. When you hit successful, it gives you a "ha", each "ha" improves Joker's walk speed and jump arcs.

Super Move

 * Let's Be Serious: Joker throws a pie at his opponent's face. He then assaults his opponent with a crowbar and shoots them at point-blank in the face, then he bashes them into the ground with a big canister of laughing gas. While the opponent is on the ground, Joker gets on top of him/her, says "Wakey wakey!", and shoots the enemy point blank with a rocket launcher sending him flying back completely unharmed while causing severe damage to his opponent.

Chaotic Finish

 * Not So Funny Is It?: The Joker hits his opponent with a canister of laughing gas with sends them onto an electric chair. In a dark room the Joker then whacks them in the head twice with his crowbar and flips a switch, electrocuting the opponent which lights dynamite under the opponent, causing it to explode. If the Joker is equipped with a Side Order of Pie ability, then his Super Move will start by throwing a pie at his opponent's face.

Special Moves

 * Cat Claws: Catwoman extends herself and her claws forward, swiping her opponent and launching them into the air. The Meter Burn version adds two more hits and causes the opponent to bounce.
 * Cat Dash: Catwoman dashes through her opponent, swiping them, leaving them momentarily stunned. The Meter Burn version adds a second dash and swipe.
 * Straight Whip: Catwoman cracks her whip in front of her, knocking her opponent down.
 * Up Whip: Catwoman cracks her whip into the air, striking an airborne adversary.
 * High Feline Evade: Catwoman bends backwards, dodging high attacks and projectiles.
 * Low Feline Evade: Catwoman hops into the air, avoiding all low attacks and projectiles.
 * Cat Stance: Catwoman crouches low and performs one of three attacks:
 * A cartwheel.
 * A whip attack.
 * A pounce.

Other Moves

 * Grab: Catwoman slashes her opponent twice across the face, clutches her opponent brutally by the groin, lifts her opponent over her shoulder by his groin and shoulder, and tosses her opponent overhead.

Character Trait

 * Cat Scratch: Catwoman's character trait is the ability to perform a small combo which is best used at the end of combos. Each time Catwoman lands a Basic Attack she has a chance to have 1 Scratch added to her Scratch Meter. The chances of a Scratch being awarded increases with each hit of a combo. Catwoman can also be awarded with 1 Scratch with each successful dodge from an opponent's attack when she uses her Special Moves High Feline Evade and/or Low Feline Evade. Pressing the Character Trait button will perform a damaging combo, with each scratch adding an additional hit, up to a maximum of 5 hits.

Super Move

 * Nine Lives: Catwoman starts by throwing blinding powder into the opponents face. She then kicks the opponent up into the air and then grabs him/her with her whip and slams him/her into the ground, head first. She then jumps on to the opponent, straddling his/her neck and claws her opponent's face twice. She then backflips while slamming her opponent into the ground with her legs.

Special Moves

 * Quick Fire: Deathstroke draws his pistols and gets off two shots. The Meter Burn increases the amount of shots fired to six.
 * Low Shots: Deathstroke ducks low and fires two shots from his pistols. The Meter Burn increases the amount of shots fired to six.
 * Machine Gun: Deathstroke pulls out his assault rifle and fires five shots at his enemy. The Meter Burn has him also shoot a grenade out.
 * Upward Machine Gun: Deathstroke fires his rifle into the air. The Meter Burn adds a grenade fired at an arc.
 * Sword Spin: Deathstroke draws his sword and spins in place, slashing his adversary. The Meter Burn version adds an overhead hit.
 * Sword Flip: Deathstroke runs and then leaps into the air while drawing his sword, slashing his opponent three times in an arc.

Other Moves

 * Grab: Deathstroke headbutts his foe, leaps over them while drawing his rifle and fires a grenade into their back.

Character Trait

 * Enhanced Reflexes: Deathstroke's character trait makes his bullets unblockable for a short period of time, followed by cooldown where the bullets always miss. This also applies to any combos involving gunshots.

Super Move

 * Eye For An Eye: Deathstroke travels the entire length of the screen and slices the enemy with his sword, throws it into the air, shoots him/her in the face with each of his handguns, before suddenly charging away from them, leaping into the air to kick his falling sword into his opponent, and then shoots them with his twin submachine guns.

Special Moves

 * Air Snatch: Doomsday grabs his foe from the air and slams them down across his shoulders before throwing them to the ground. The Meter Burn version has Doomsday throw his opponent into the air after slamming them into his shoulders and slam them back down into his shoulders again.
 * Venom: Doomsday charges and does a shoulder tackle. The Meter Burn version adds a second tackle.
 * Upward Venom: Doomsday leaps into the air while performing a shoulder tackle. The Meter Burn version has Doomsday kick his opponent back down.
 * Earth Shake: Doomsday slams his fist into the ground causing a shockwave. The Meter Burn version has Doomsday use both fists for a larger shockwave.
 * Supernova: Doomsday leaps into the air and comes down hard with a shoulder tackle. The Meter Burn version allows Doomsday to track his opponent and always land on them.

Other Moves

 * Grab: Doomsday grabs his opponent by the head and slams them over his shoulder onto the ground.

Character Trait

 * Doom to All: When activated, Doomsday's body turns into hardened rock which allows him to become near invulnerable, preventing pop-up combos, makes enemy's projectiles ineffective and cancels throws. However, this is temporary.

Super Move

 * Mass Destruction: Doomsday grabs his opponent by the head and slams him/her into the ground. He proceeds to punch his foe relentlessly, with the force of the blows pushing them into the ground. Doomsday ends up pummeling his opponent through the center of the Earth and out into an ocean on the other side. He then punches his opponent into the seabed and resumes pummeling them, going back through the center of the Earth until he emerges next to their starting point.

Special Moves

 * Body Press: Bane grabs his opponent and slams them onto the ground. The Meter Burn version turns the slam into a backbreaker for increased damage. This is also available as an Ability.
 * Bane Bomb: Bane performs a brutal powerbomb on his opponent. The Meter Burn version has Bane perform a leaping bodyslam for increased damage.
 * Raging Charge: Bane lowers his head and charges at his opponent, bowling them over. The Meter Burn version sees Bane follow up with a leaping elbow drop on his reeling enemy.
 * Double Punch: Bane bounces his opponent with a hammer punch then follows up with a swinging uppercut. The Meter Burn adds a leaping power punch for extra damage. This is also available as an Ability.
 * Mercenary's Elbow: Bane quickly jumps up and slams his elbow on his opponent, knocking them down. The Meter Burn version adds a leaping brain-buster for increased damage.
 * Venom Uppercut: Bane uppercuts his opponent with both fists. The Meter Burn adds a midair dropkick. In Injustice 2, the dropkick is replaced by a pile-driver.
 * Ring Slam: Bane grabs a jumping opponent and slams them into the ground.
 * (Air) Top Rope: Bane grabs an airborne opponent and drives them into the ground. The Meter Burn version bounces the opponent.
 * Juggernaut Rush: Bane runs forward, grabs his opponent and slams them to the ground behind him.

Other Moves

 * Grab: Bane slams both his fists down on his opponent and then throws them over his shoulder.
 * Grab: Bane choke-slams his opponent into the ground.

Character Trait

 * Venom Boost: Bane can dose himself with one, two, or three levels of Venom (even while attacking), increasing his overall damage per dose and adding armor to his specials. When the buff wears off, Bane will become weakened. While weakened, Bane will inflict less damage, take more damage, and will move at a slower speed. This weakness is intensified based on the amount of Venom used.
 * Supercharged: Venom Boost is supercharged, increasing the damage buff, but no longer adds armor to Bane's special moves. Additionally, the withdrawal symptoms are reduced when the buff wears off.

Super Move

 * Break The Bat: Bane runs forward and grabs the opponent, punches them in the gut, launches them upwards with an uppercut to the face, grabs the opponent by one leg and slams them into the ground, and then finishes them off with a crippling backbreaker.

Chaotic Finish

 * Vengeance of Bane: Bane stamps his foot, launching his opponent into the air. Bane leaps after them and hits them, headbutts them and slams his knee into their face before finishing them off with an earth-shattering brain-buster.

Special Moves

 * Pop Pop: Harley fires a pink projectile from one of her oversized pop guns. Can be charged for a stronger but slower projectile. The Meter Burn version increases the damage.
 * Line of Fire: Harley fires a single shot from her revolver. The Meter Burn version has Harley fire a second shot from her other revolver.
 * Heads Up: Harley fires two shots from both of her revolvers. The Meter Burn version has her turn around after the shots and fire two more into the air.
 * Oopsy Daisy (Air): Harley Quinn jumps into the air and fires two shots from her revolvers aimed down. The Meter Burn version has her fire a second time.
 * Cupcake Bomb: Harley tosses a cupcake over her shoulder than explodes when it connects with her opponent. The Meter Burn version has Harley throw a second cupcake bomb, though at a shorter arc.
 * Play Doctor: Harley grabs her opponent, turns them around and swiftly injects them with a harmful substance. The Meter Burn version increases the damage.
 * Silly Slide: Harley does a quick dash.
 * Tantrum Stance: Harley does a drop kick then lays on the floor, and is able to follow up with several different attacks:
 * A cartwheel.
 * A sweeping kick.
 * A series of rapid shots.
 * A forwards or backwards roll.

Other Moves

 * Grab: Harley grabs her opponent, shoots her pop gun next to their ears, disorienting them, then does an acrobatic grab and slams them into the ground.

Character Trait

 * Bag O' Tricks: Harley Quinn's character trait is the ability to pull out a random item, which can be used to help her in a fight. The items that can be pulled out and their abilities include:
 * Picture of The Joker - Harley kisses the picture, temporarily giving her a strength boost.
 * Time Bomb - Harley tosses the bomb, causing damage to her opponent.
 * Poison Ivy Plant - Harley sniffs the plant, returning some of her health.
 * Bud Rush: Harley throws a dog treat and either Bud or Lou will charge at the opponent. If Harley holds the button longer both Bud & Lou will charge at the opponent.

Super Move

 * Mallet Bomb: Harley pummels her opponent with a mallet knocking him/her back before she runs and slides between their legs, placing an exploding pie underneath the opponent, which explodes and sends them flying.

Chaotic Finish

 * Get 'Em Boys: Harley throws a bomb at her enemy, which stuns them. She summons Bud & Lou to bite them repeatedly before she whacks them with a bat.

Special Moves

 * Cleaver Spin: Grundy rips a cleaver off his back and slashes his opponent in a sudden spinning strike. The Meter Burn version adds damage and causes the opponent to bounce.
 * Walking Corpse: Grundy grabs his opponent and headbutts them. The Meter burn version has Grundy grab the reeling opponent and throw them face first over his shoulder.
 * Grave Rot: Grundy emits a rotten fume from his body, damaging any nearby enemies. The Meter Burn version increases the damage of the fumes.
 * Dead Air: Grundy grabs his opponent and tosses them over his shoulder. The Meter Burn version has Grundy throw his opponent higher into the air.
 * Swamp Hands: Grundy stomps on the ground, causing a swamp puddle to appear under his opponent and for several rotten hands to attack them. The Meter Burn version has the rotten arms hold Grundy's opponent in place.
 * To The Grave: Grundy grabs his midair enemy and throws them aside.

Other Moves

 * Grab: Grundy lifts his opponent by their head and punches them in the back.

Character Trait

 * The Pain Chain: Solomon Grundy's character trait is a throw that can be linked with multiple other throws. Up to 3 types of throws can be chained into, each granting him a special ability, such as giving him a power boost, buffing his defense, or resisting chip damage. Spending meter for the initial grab of The Pain Chain will make the grab unblockable and give Grundy super armor.

Super Move

 * When Solomon Grundy activates his super move, he enters a new mode where he gains armor for a limited amount of time until his super meter is drained. Any physical attack Solomon Grundy uses initiates his super move, no matter if his attacks connect in air or on the ground.
 * Grave Digger: Solomon Grundy pulls a cleaver out from his back and slices his enemy with it, he then proceeds to pick up the enemy and throw him/her. As the enemy gets up, Grundy pulls out a tombstone from his chest and smashes it over his/her head.

Special Moves

 * Dark Energy: Ares shoots a red and black fireball at his opponent. The Meter Burn version increases the fireballs size and damage.
 * God Smack: Ares leaps into the air and comes down delivering a double fist attack. The Meter Burn version makes the attack partially invincible, increases the damage and knocks Ares enemy into the air.
 * Phase Shifter: Ares becomes invisible. The Meter Burn version makes Ares completely invisible.
 * Warp Transmission: Ares teleports over to his opponent, either in front of them or behind them.

Other Moves

 * Grab: Ares summons a battle ax behind his opponent, grabs them and knocks them onto it, then rapidly brings the ax up with a telekinetic tug.

Character Trait

 * Weapons of War: Ares's trait allows him to either summon his sword or battle axe as projectiles. Ares can either shoot his weapons upward, straight, downward and even cancel the summoning.

Super Move

 * Annihilator: Ares summons his battle sword and slashes his foe, then teleports them to a pocket dimension where he commands a rain of arrows down upon his opponent. He then grows to titanic size and smashes his opponent with his palm, and then teleports both himself and his opponent back to the normal battlefield.

Special Moves

 * Fear Blast: Sinestro thrusts his palm out and fires a yellow orb construct at his opponent. The Meter Burn version has Sinestro fire two more orbs.
 * Impact Event: Sinestro calls down a meteor construct onto his opponent. The Meter Burn version adds a second meteor that causes the opponent to bounce.
 * Arachnid Sting: Sinestro summons four segmented spider limb constructs from his back and uppercuts his opponent with one. The Meter Burn version has Sinestro fire the constructs as missiles at his opponent after uppercutting them.
 * (Air) Axe of Terror: Sinestro rises into the air, creates an axe construct behind his opponent and rapidly calls it to his hand, striking his enemy in the process.
 * Final Shackles: Sinestro conjures two shackle constructs around his opponent.

Other Moves

 * Grab: Sinestro grabs his opponent, laughing as they struggle while he summons his spider limb constructs and impales his enemy with them before throwing them away.

Character Trait

 * Become Your Fears: Holding the character trait button will charge up Sinestro's Fear meter. Pressing the character trait button while this construct is active will fire a small blast of concentrated energy at the opponent's location. The energy blast will bounce the opponent in the air briefly to allow for more combo opportunities, greatly increasing Sinestro's combo damage output. Sinestro can use this 3 times before the fear construct's energy breaks up and dissipates.

Super Move

 * Sinestro's Might: Sinestro stuns his enemy with a large shield construct, then creates a portal to outer space and drags his enemy through it. He then grasps two asteroids to smash into his enemy, then he sends his opponent back to earth with a laser cannon and Sinestro lands back to Earth safely.

Special Moves

 * Lightning Storm: Black Adam electrocutes his opponent with tendrils of electricity. The Meter Burn version increases the damage and intensity of the lightning, as well as knocking his opponent across the screen.
 * Black Magic: Black Adam summons a black cloud around his opponent that triggers a bolt of lighting. The Meter Burn version adds additional hits and bounces the opponent.
 * Lightning Cage: Black Adam slams the ground with both hands, creating a small cage of lightning around himself. The Meter Burn version has Adam summon a lightning bolt, allowing for follow-up attacks. In Injustice 2, this can be done in the air as an ability.
 * Lightning Strike: Black Adam summons a black cloud over his head that sends a sudden bolt of lightning at his opponent. The Meter Burn version adds more bolts and does more damage.
 * Boot Stomp: Black Adam dropkicks his opponent from the air. The Meter Burn version does more damage and bounces the opponent.
 * Lightning Bomb: Black Adam throws a ball of lightning that explodes when the opponent touches it.
 * Floating Lightning Bomb: Black Adam throws a Lightning Bomb that floats in place before exploding. (IJ2 -- Ability)
 * Power of Aton: Black Adam blasts his opponent with a straight bolt of lightning. The Meter Burn version adds additional strikes for increased damage. (IJ2 -- Ability)
 * Rolling Thunder: Black Adam can summon his Lightning Cage at different distances. (IJ2 -- Ability)
 * Deity's Bolt: Black Adam summons a tracking lightning bolt that strikes the opponent from above. The Meter Burn version adds an additional strike and allows for follow-up attacks.

Other Moves

 * Grab: Black Adam grabs his opponent by the neck, lifts them, cries out "SHAZAM!" and strikes them with electricity streaming from his other hand.
 * Grab: Black Adam lifts his opponent by the collar and electrocutes them before slamming them onto the ground.

Character Trait

 * Orbs of Seth: Summons 3 lightning orbs that circle around him, that damages those who come into contact. Each orb can be shot at the opponent for minor damage.
 * Seth Strike: Black Adam fires the Orbs of Seth as projectiles.
 * Soul of Shazam: Black Adam calls on the power of Shazam augmenting the damage of his punching attacks.

Super Move

 * Teth-Adam: Black Adam dashes and punches his opponent, then uppercuts him or her with a lightning charged punch, knocking his opponent into the air where he follows up with a knee to his or her jaw before grabbing him/her and shouting, "SHAZAM!" He then throws his opponent onto the ground where a lightning bolt strikes and ends the attack by landing on him or her with a powerful drop kick.

Chaotic Finish

 * SHAZAM!!!: Black Adam grabs his opponent and flings them into Egypt, where they crash into the side of a pyramid. Adam tackles them through the pyramid and out the top, yells, "SHAZAM!" and quickly moves out of the way as the lightning strikes the opponent, obliterating the pyramid in the process.

Special Moves

 * Frostbite: Killer Frost raises her chilled hands over herself and when an opponent's move connects, their body is flash frozen. The Meter Burn version leaves the opponent frozen longer.
 * Iceberg: Killer Frost summons a spike of ice under her opponent, impaling them. The Meter Burn version makes the iceberg larger and increases damage.
 * Flash Freeze: Killer Frost grabs her opponent, freezes them, then strikes them, knocking them back and breaking the ice over them. The Meter Burn version has Killer Frost hop back after freezing her enemy.
 * Black Ice: Killer Frost does a slide leaving a trail of ice behind her.
 * Frozen Daggers: Killer Frost throws two ice daggers at her opponent.

Other Moves

 * Grab: Killer Frost grabs her opponent, floats into the air while freezing them solid then throws them back down on the ground, shattering the ice.

Character Trait

 * Freezing Cold: Killer Frost's trait is that she can charge her cold meter and when it fills up it will begin to decrease and during this time all of her physical attacks will freeze her enemy, allowing for much longer combos.

Super Move

 * Endless Whiteout: Killer Frost impales her opponent with three ice spikes from the ground, pinning them down. She then summons a snow storm around them and creates two solid ice spiked plates to the left and right of her opponent and making them crash into each other. She then creates one spiked plate above the opponent and smashes it down on him/her.

Special Moves

 * Spin Cycle: Lobo grabs a jumping adversary by their legs, spins them and then throws them aside. The Meter Burn version adds a few extra spins.
 * Pump Shot: Lobo pulls out his shotgun and fires it at his opponent. The Meter Burn version adds a second shot.
 * Mid Pump Shot: Lobo fires a blast from his shotgun in his opponent's midsection. The Meter Burn version adds a second blast.
 * Low Pump Shot: Lobo fires his shotgun at his opponent's feet. The Meter Burn version adds a second shot.
 * Czarnian Toss: Lobo grabs his opponent by the legs and tosses them into the air. The Meter Burn version has Lobo jump up after them and deliver a doublefist slam on them.
 * Space Hook: Lobo tosses out his chain and hook, snags his opponent and yanks them back while at the same time pulling out his shotgun and firing a round into his opponent's face, knocking them back. The Meter Burn version has Lobo catch them when they reach him and toss them headfirst into the ground.
 * Low Space Hook: Lobo snags his opponent by the feet with his hook, yanks them over and stomps on their face. The Meter Burn version has him do a second stomp.
 * Hook Charge: Lobo snags his opponent with his chain and yanks himself towards them, shoulder tackling them. The Meter Burn version does additional damage.

Other Moves

 * Grab: Lobo lifts his opponent, spins them on his index finger and then pulls out his shotgun to fire a shot off at them, knocking them away.

Character Trait

 * Nuclear Shells: Lobo will put nuclear shells to his shotgun, enhancing his attacks that makes use of it.

Super Move

 * The Main Man: Lobo grabs his chain then slams into his opponent, pulling them in if it connects, he then summons his bike and then proceeds to flip on it. He then runs into his opponent with his bike, sending them flying into air he then shoots the opponent with his shotgun. The opponent then lands in front of one of the exhaust pipes. Lobo then torches his opponents face with the exhausts pipes before giving out a "you suck!". He then shows his opponent the middle finger (which is censored) before laughing and driving off.

Special Moves

 * Smoke Bomb: Disappearing in a cloud of smoke, Batgirl targets her opponent's location and rappels from above in an attempt grab them and deliver a powerful kick. The Meter Burn version will make Batgirl suspend the opponent in the air, allowing for follow-up attacks. This move can also be done in the air.
 * Batarang: Batgirl throws a single, long range Batarang at her opponent. The Meter Burn version allows Batgirl to throw 3 additional Batarangs towards the ground, or by pressing up, Batgirl can send the 3 additional Batarangs upward.
 * Flying Bat: Batgirl's Flying Bat is a leaping uppercut that launches the opponent on contact. The Meter Burn version will return Batgirl to the ground instantly in a cloud of smoke, allowing for follow-up attacks.
 * Redemption: Batgirl's Redemption charges at her opponent with a flurry of gut-busting attacks that end in a knockdown. The Meter Burn version will switch the final punch with an uppercut, launching the opponent and allowing for follow-up attacks.
 * Bat-Envade: The Bat Evade allows Batgirl to quickly leap back and into the air, leading to additional attacks. Pressing Light-Attack during the Bat Evade preforms a quick flying kick that is best suited as a counter to other air attacks. Pressing Medium-Attack during the Bat Evade releases a spread of scatter bombs directly in front of Batgirl. Pressing Heavy-Attack during the Bat Evade preforms a fast dive kick that knocks down on impact. The Meter Burn version during the Bat-Evade will combo into the Air Smoke Bomb.
 * Bat-Wheel: The Bat Wheel is a flipping 2-hit cartwheel attack followed by a spinning backfist for a total of 3 brutal strikes. Holding down during the Bat Wheel changes the final hit into a crouching punch that must be blocked low. Holding up during the Bat Wheel changes the final hit into a side kick that inflicts increased damage.
 * Bab's Bola: Bab's Bola is a full screen projectile that restrains the opponent long enough for Batgirl to follow up with an additional combo. The Meter Burn version will detonate the Bola, launching the opponent and allowing Batgirl to follow up with an additional attack.

Other Moves

 * Grab: Batgirl punches her opponent twice in the stomach, kicks them off of their feet, and then punches them in the back while they are on the ground.

Character Trait

 * Gotham Gauntlets: This enables Batgirl to switch her batclaws per situation.
 * The Punch Blades inflict additional damage on all normal and special attacks landed with Batgirl's fists.
 * The Electrified Knuckles inflict additional damage on blocking opponents with any attack landed with Batgirl's fists.

Super Move

 * High-Wire Act: Batgirl attaches her Batclaw to her opponent, pinning him/her in place. She then jumps on his/her back, firing her Batclaw into the sky, lifting both her and her opponent into the air. Finally, she lets go, sending him/her falling back to the ground, before slamming down onto his/her back with her heel blades, breaking her fall.

Special Moves

 * Sidearm: Zod summons a Kryptonian handgun and fires a single laser blast at his opponent. The Meter Burn version has Zod summon two handguns and fire multiple shots.
 * Kryptonian Rifle: Zod summons a Kryptonian rifle and fires a single ball of energy at his opponent. The Meter Burn version has Zod fire three blasts, the last two going in higher arcs while the first remains going straight.
 * Fast Kryptonian Rifle: Zod summons a Kryptonian rifle and fires a rapidly moving ball of energy at his opponent. The Meter Burn version has Zod fire three blasts, the last two going in higher arcs while the first remains going straight.
 * Slow Kryptonian Rifle: Zod summons a Kryptonian rifle and fires a single slow moving ball of energy. The Meter Burn version has Zod fire three blasts, the last two going in higher arcs while the first remains going straight.
 * Zod Charge: Zod flies towards his opponent, snatches them and tosses them over his shoulder back down headfirst into the ground. The Meter Burn version has Zod beat them a few times when they land, then fly back to fire a blast of heat vision down on them.
 * Ground Blast: Zod fires a burst of heat vision at his opponent, causing a small explosion at their feet. The Meter Burn version has Zod rapidly drag the heat vision across the ground towards his opponent, causing multiple bursts of heat from the beams.
 * Close Ground Blast: Zod fires a close burst of heat vision onto the ground, causing a small explosion. The Meter Burn version has Zod rapidly drag the heat vision across the ground towards his opponent, causing multiple bursts of heat from the beams.
 * Far Ground Blast: Zod fires a burst of heat vision behind his opponent, holds it, and then causes an explosion. The Meter Burn version has Zod rapidly drag the heat vision across the ground towards his opponent, causing multiple bursts of heat from the beams.
 * Phantom Strike: Zod jabs his opponent in the abdomen. The Meter Burn version has Zod trap his opponent in a Phantom Zone crystal before punching it, shattering the crystal and harming his enemy.
 * General Parry: Zod catches the opponent's attack, twists their arm and forces them to kneel with a kick to the back of their leg, and slams his elbow down on the opponent's arm, before kicking them away.

Other Moves

 * Grab: Zod grabs his opponent, and while they're reeling, fires his heat vision into their chest, forcing them to their knees as he orders, "Kneel before Zod!" and then he flies behind them and blasts them with another burst of heat vision.

Character Trait

 * Phantom Wraith: Zod can call the Wraith of the Phantom Zone. He can make it either slash or grab his opponent and make it feast on the opponents neck for a Combo opportunity.

Super Move

 * Galactic Destruction: Zod flies in the air and grabs his opponent, then flies into space and smashes them through the moon. He then blasts them back to Earth with his heat vision.

Special Moves

 * Martian Grab: The Martian Manhunter attacks with a low grab, slamming the opponent to the ground by their ankles. The Meter Burn version will bounce the opponent allowing for a free follow up attack.
 * Psyche Orb: Martian Manhunter forms an orb of pure telekinetic energy that detonates after a short while. Press back quickly after doing the attack's input, forms a close range orb. Pressing forward quickly after doing the attack's input, forms a mid range orb. Pressing up quickly after doing the attack's input, forms a far range orb. The Meter Burn version will create a more powerful telekinetic orb that explodes upon contact with the opponent.
 * Alien Pillar: Martian Manhunter summons a powerful beam of telekinetic energy that erupts from the ground, blasting the opponent upward. Pressing back quickly after the doing the attack's input, will summon a close beam. Pressing forward quickly after doing the attack's input, will summon a far beam. Pressing up quickly after doing the attack's input, will summon a full screen beam. The Meter Burn version will track the victim's location and launch upward, allowing for a free follow up attack.
 * Telekinetic Strike: Martian Manhunter calls a down single, focused bolt of telekinetic energy at a downward angle. Pressing back quickly after doing the attack's input, calls down a close range bolt. Pressing forward quickly after doing the attack's input, calls down a far range bolt. The Meter Burn version will call down 2 additional bolts at different angles.
 * Psionic Push: Martian Manhunter focuses his telekinetic energy into a focused, short range blast that sends to opponent flying. The Meter Burn version teleports Martian Manhunter to his opponent's location blasting them to the ground with a powerful punch.
 * Phase Charge: Martian Manhunter's Phase Charge propels him through the opponent, phasing them into the air where they then helplessly fall to the ground. The Meter Burn version will phase the opponent upward directly in front of Martian Manhunter, allowing for a free follow up attack.
 * Phase Assault: Martian Manhunter phases through the ground, and reappears with a devastating uppercut from under the opponent. Pressing down quickly after doing the attack's input, will make Martian Manhunter phase through the ground and reappear above the opponent with a downward overhead attack. Both of these moves can be done in the air.

Other Moves

 * Grab: Martian Manhunter disappears after grabbing his opponent, confusing them. He then reappears in front of them and kicks them quickly before they can block, launching them forward.

Character Trait

 * Alien Malleability: When Martian Manhunter's eyes are lit up red, he can change the shape of his limbs and stretch the body further for extra range and increase arms﻿ in size to cause more damage to the opponent/player.

Super Move

 * Son of Mars: Martian Manhunter transports his opponent to Mars or telepathically forces the opponent/player to believe they have been teleported. He then shape shifts into the opponent/player's character and punches him/her twice. While stunned, he turns back into his Martian form and uppercuts the opponent/player into the sky. As he/she flies up he grows to enormous size and crushes the opponent/player between two boulders, sending them back to the arena.

Special Moves

 * Erif Ssik (Fire Kiss): Erif Ssik is a flaming kiss that burns any opponent close enough to feel it's heat. The Meter Burn version creates a massive ball of mystical flame that travels forward for short time. Pressing back plus Meter Burn quickly after doing the attack's input, creates a massive ball of mystical flame that travels slowly forward for a short time. Pressing forward plus Meter Burn quickly after doing the attack's input, creates a massive ball of mystical flame that travels quickly forward for a short time.
 * Gniknil Sgnir (Linking Rings): Gniknil Sgnir hurls a ring of metal encased in mystical energy that travels full screen. Pressing up quickly after doing the attack's input, hurls a ring of metal encased in mystical energy that travels upward. Pressing down quickly after doing the attack's input, hurls a ring of metal encased in mystical energy that travels downward. The Meter Burn version links multiple rings into a single, damaging projectile.
 * Tropelet Ni Tnorf (Teleport In Front): Tropelet Ni Tnorf teleports Zatanna in front of her opponent. Pressing forward quickly after doing the attack's input, teleports Zatanna behind her opponent. Pressing back quickly after doing the attack's input, teleports Zatanna away from her opponent. Pressing down quickly after doing the attack's input, attempts to confuse opponents by disappearing and reappearing in place. The Meter Burn version allows Zatanna to recover faster when coming out of her teleport.
 * (Air) Arataz Evid (Zatara Dive): The Arataz Evid is a dive kick that hits up to 3 times. The Meter Burn version brings Zatanna to the ground earlier allowing for a follow-up attack or combo.
 * Itlum Kcik (Multi Kick): Itlum Kcik sends Zatanna towards her opponent with a flurry of kicks. The Meter Burn version preforms additional, rapid-fire kicks that launch the opponent.
 * Teppup Retsam (Puppet Master): Zatanna casts a potent spell on her opponent, reversing their controls for a short period of time. The Meter Burn takes control of the opponent's body and walks them harmlessly towards Zatanna.
 * Ekoms Dna Srorrim (Smoke And Mirrors): Ekoms Dna Srorrim is a spell that slits Zatanna into multiple versions of herself, forcing the opponent to guess which clone is real. Zatanna becomes the center clone during Ekoms Dna Srorrim. Pressing forward quickly after doing the attack's input, makes Zatanna become the front clone during Ekoms Dna Srorrim. Pressing back quickly after doing the attack's input, makes Zatanna become the back clone during Ekoms Dna Srorrim.
 * Etativel (Levitate): Etativel stops Zatanna in place while jumping allowing her to hover for a short duration. Zatanna can preform Tropelet Ni Tnorf, Tropelet Dniheb, or Tropelet Tnief while hovering.
 * Ytfif Owt Pukcip (Fifty Two Pickup): Ytfif Owt Pukcip launches an entire deck of cards at the opponent for a medium range attack.
 * Thgiarts Cigam (Straight Magic): Thgiarts Cigam unleashes a straight blast of magical energy that travels the length of the arena. Sargon's Hat Stance only.
 * Drawpu Cigam (Upward Magic): Drawpu Cigam unleashes a blast of magic upwards that is useful to strike down airborne opponents. Sargon's Hat Stance only.
 * Dnuorg Cigam (Ground Magic): Dnuorg Cigam unleashes a blast of magic that travels across the floor.
 * Cigam Rallip (Magic Pillar): Cigam Rallip is a spell that creates a rising pillar of magic that erupts from under the opponent, blasting them in the air. Sargon's Hat Stance only.
 * Brosba (Absorb): Brosba creates a magical portal capable of absorbing her opponent's projectile attacks. Sargon's Hat Stance only.
 * Gninthgil Dor (Lightning Rod): Gninthgil Dor is a powerful incantation that encases Zatanna in a field of pure electricity, blasting back her opponent. Sargon's Hat Stance only.

Other Moves

 * Grab: Zatanna grabs her opponent, and makes a big metal ring appear above them, and drops it down on them. The ring makes them disappear, and Zatanna makes them reappear in the air, making them fall helplessly to the ground.

Character Trait

 * Sargon's Hat Stance: Zatanna puts on her hat and takes out her wand, completely changing her fighting style. This has a limited duration and is cancelled when damage is taken or the time runs out. Also, Zatanna cannot jump, dash, crouch, or block while this is in effect but meter is built up really fast. Zatanna gains access to new normal and new special moves in this stance.

Super Move

 * Avrah KaDabra: Zatanna pulls out her wand and casts a spell that surrounds her opponent in a dark blue vortex and lifts him/her into the air. Zatanna then flies up to the opponent and creates a glowing ankh, (using magical hand movement[s]), casts magical energy from the glowing ankh, then the magic energy traps him/her in a golden glowing, diamond-shaped prison. She says an enchantment, flips the prison upside down and sends it hurling toward the ground.

Super Move

 * Speed Zone: Professor Zoom slows down time and hits the opponent, he then runs around the world once to generate momentum, returns to the battlefield a moment later, and punches the opponent in the jaw, knocking them into the air, where Professor Zoom jumps up and behind them to land a second punches that knocks them back down.

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.

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.