Injustice: Gods Among Us: FAQ/Move List

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      _____  _   _       _  _    _   _____  _______  _____  _____  ______ 
     |_   _|| \ | |     | || |  | | / ____||__   __||_   _|/ ____||  ____|
       | |  |  \| |     | || |  | || (___     | |     | | | |     | |__   
       | |  | . ` | _   | || |  | | \___ \    | |     | | | |     |  __|  
      _| |_ | |\  || |__| || |__| | ____) |   | |    _| |_| |____ | |____ 
     |_____||_| \_| \____/  \____/ |_____/    |_|   |_____|\_____||______|
                  __  __  __  __           __      __        __ 
                 / _ /  \|  \(_    /\ |\/|/  \|\ |/ _   /  \(_  
                 \__)\__/|__/__)  /--\|  |\__/| \|\__)  \__/__)

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INJUSTICE: GODS AMONG US                                        GUIDE/MOVE LIST

PLAYSTATION 3                                                          XBOX 360

UPDATED: 09/20/13                                                  VERSION: Kev
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   ||                                                                     ||
   ||                      Authored by: Berserker                         ||
   ||              Email: berserker_kev(at)yahoo(dot)com                  ||
   ||                                                                     ||
   ||         Homepage: http://www.berserkersblog.blogspot.com            ||
   ||          Youtube: http://www.youtube.com/BerserkerSTARS             ||
   ||             Facebook: www.facebook.com/berserker.kev                ||
   ||                                                                     ||
   ||        This document Copyright 2013 Kevin Hall (Berserker)          ||
   ||Injustice Gods Among Us Copyright 2013 Warner Bros Entertainment Inc.||
   ||                                                                     ||
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==================== - T A B L E  O F  C O N T E N T S - ======================

--    Press Ctrl + F and type in the code listed beside each section for     --
-                   quicker navigation through the guide                      -
---                                                                         ---
  ___  
 |_  | 
   | |      ______     ______     ______     ______     ______
   | |     |______|   |______|   |______|   |______|   |______|  INTRO & BASICS
   | |                                                               [IB00]
   |_|

      - Intro  . . . . . . . . . . . . . . . . . . . . . . . . . . . [IB01]
      - Controls . . . . . . . . . . . . . . . . . . . . . . . . . . [IB02]
      - Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . [IB03]
      - Story Mode . . . . . . . . . . . . . . . . . . . . . . . . . [IB04]
 _______
|_____  |
 _____| |   ______     ______     ______     ______     ______
|  _____|  |______|   |______|   |______|   |______|   |______|  DETAILED MOVE
| |_____                                                              LIST
|_______|                                                            [DM00]

__ MAIN CAST __________________________________________________________________

      - Aquaman  . . . . . . . . . . . . . . . . . . . . . . . . . . [DM01]
      - Ares . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM02]
      - Bane . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM03]
      - Batman . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM04]
      - Black Adam . . . . . . . . . . . . . . . . . . . . . . . . . [DM05]
      - Catwoman . . . . . . . . . . . . . . . . . . . . . . . . . . [DM06]
      - Cyborg . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM07]
      - Deathstroke  . . . . . . . . . . . . . . . . . . . . . . . . [DM08]
      - Doomsday . . . . . . . . . . . . . . . . . . . . . . . . . . [DM09]
      - The Flash  . . . . . . . . . . . . . . . . . . . . . . . . . [DM10]
      - Green Arrow  . . . . . . . . . . . . . . . . . . . . . . . . [DM11]
      - Green Lantern  . . . . . . . . . . . . . . . . . . . . . . . [DM12]
      - Harley Quinn . . . . . . . . . . . . . . . . . . . . . . . . [DM13]
      - Hawkgirl . . . . . . . . . . . . . . . . . . . . . . . . . . [DM14]
      - The Joker  . . . . . . . . . . . . . . . . . . . . . . . . . [DM15]
      - Killer Frost . . . . . . . . . . . . . . . . . . . . . . . . [DM16]
      - Lex Luthor . . . . . . . . . . . . . . . . . . . . . . . . . [DM17]
      - Nightwing  . . . . . . . . . . . . . . . . . . . . . . . . . [DM18]
      - Raven  . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM19]
      - Shazam . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM20]
      - Sinestro . . . . . . . . . . . . . . . . . . . . . . . . . . [DM21]
      - Solomon Grundy . . . . . . . . . . . . . . . . . . . . . . . [DM22]
      - Superman . . . . . . . . . . . . . . . . . . . . . . . . . . [DM23]
      - Wonder Woman . . . . . . . . . . . . . . . . . . . . . . . . [DM24]

__ DLC CHARACTERS _____________________________________________________________

      - Batgirl  . . . . . . . . . . . . . . . . . . . . . . . . . . [DM25]
      - Lobo . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM26]
      - Martian Manhunter  . . . . . . . . . . . . . . . . . . . . . [DM27]
      - Scorpion . . . . . . . . . . . . . . . . . . . . . . . . . . [DM28]
      - Zatanna  . . . . . . . . . . . . . . . . . . . . . . . . . . [DM29]
      - Zod  . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM30]

 _______
|_____  |
 _____| |   ______     ______     ______     ______     ______
|_____  |  |______|   |______|   |______|   |______|   |______| BRIEF MOVE LIST
 _____| |                                                            [BM00]
|_______|

 _     _
| |   | |
| |___| |   ______     ______     ______     ______     ______
|_____  |  |______|   |______|   |______|   |______|   |______|      ARENAS
      | |                                                            [AR00]
      |_|

 _______
|  _____|
| |_____    ______     ______     ______     ______     ______
|_____  |  |______|   |______|   |______|   |______|   |______|     SECRETS  
 _____| |                                                            [SE00]
|_______|

      - Extra Costumes . . . . . . . . . . . . . . . . . . . . . . . [SE01]
      - Trophies/Achievements  . . . . . . . . . . . . . . . . . . . [SE02]
 _______
|  _____|
| |_____    ______     ______     ______     ______     ______
|  ___  |  |______|   |______|   |______|   |______|   |______|  S.T.A.R. LABS
| |___| |                                                           MISSIONS
|_______|                                                            [SL00]

      - Superman Missions  . . . . . . . . . . . . . . . . . . . . . [SL01]
      - Batman Missions  . . . . . . . . . . . . . . . . . . . . . . [SL02]
      - Catwoman Missions  . . . . . . . . . . . . . . . . . . . . . [SL03]
      - The Flash Missions . . . . . . . . . . . . . . . . . . . . . [SL04]
      - Shazam Missions  . . . . . . . . . . . . . . . . . . . . . . [SL05]
      - Bane Missions  . . . . . . . . . . . . . . . . . . . . . . . [SL06]
      - Harley Quinn Missions  . . . . . . . . . . . . . . . . . . . [SL07]
      - Deathstroke Missions . . . . . . . . . . . . . . . . . . . . [SL08]
      - Green Arrow Missions . . . . . . . . . . . . . . . . . . . . [SL09]
      - Lex Luthor Missions  . . . . . . . . . . . . . . . . . . . . [SL10]
      - Nightwing Missions . . . . . . . . . . . . . . . . . . . . . [SL11]
      - Green Lantern Missions . . . . . . . . . . . . . . . . . . . [SL12]
      - Cyborg Missions  . . . . . . . . . . . . . . . . . . . . . . [SL13]
      - Hawkgirl Missions  . . . . . . . . . . . . . . . . . . . . . [SL14]
      - The Joker Missions . . . . . . . . . . . . . . . . . . . . . [SL15]
      - Doomsday Missions  . . . . . . . . . . . . . . . . . . . . . [SL16]
      - Sinestro Missions  . . . . . . . . . . . . . . . . . . . . . [SL17]
      - Raven Missions . . . . . . . . . . . . . . . . . . . . . . . [SL18]
      - Aquaman Missions . . . . . . . . . . . . . . . . . . . . . . [SL19]
      - Solomon Grundy Missions  . . . . . . . . . . . . . . . . . . [SL20]
      - Killer Frost Missions  . . . . . . . . . . . . . . . . . . . [SL21]
      - Black Adam Missions  . . . . . . . . . . . . . . . . . . . . [SL22]
      - Wonder Woman . . . . . . . . . . . . . . . . . . . . . . . . [SL23]
      - Ares Missions  . . . . . . . . . . . . . . . . . . . . . . . [SL24]
 _______
|_____  |
      | |   ______     ______     ______     ______     ______
      | |  |______|   |______|   |______|   |______|   |______| EVERYTHING ELSE
      | |                                                            [EE00]
      |_|

===============================================================================
                                    ___                                  [IB00]
                                   |_  | 
                                     | |
                                     | |
                                     | |
                                     |_|
                          I N T R O  &  B A S I C S
===============================================================================

  _____ 
  \_   \
   / /\/
/\/ /_  ________
\____/  N T R O \______________________________________________________________
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                                                                         [IB01]
I have enjoyed Mortal Kombat games ever since the original and have always kept 
up with them faithfully.  I enjoy all fighting games to a certain extent but 
mainly play them from a single player standpoint and less for competition 
unlike I used to.  With Injustice, I am highly pleased with the amount of 
quality in the game, so I had to attempt a guide for it.  The game's graphics 
are quite fluid and the overall fighting engine is addicting even without the 
usual Netherrealm Studios violence and MK characters.

If you're not a Resident Evil fan then you probably don't know me at all.  I'm 
a VERY hardcore Resident Evil fan that rarely leaves the boundaries of an RE 
game or Capcom action game when writing.  To put it simply, I have very little 
experience with writing for a fighting game so let me know if I can improve in 
any areas.  The only other fighting game guide I have written is a Chris 
Redfield guide for Marvel vs Capcom 3.

This guide contains a detailed list of all special moves, super moves and 
character powers for each fighter.  The full move list section list out 
everything per character with no extra detail making it easier to use for a 
reference while playing the game.  I've finished nearly half of the STAR Labs 
Missions in the STAR Labs section and it is all VERY detailed since I'm getting 
the stars as I go through it, so... if I don't get them, that missions isn't 
filled out yet!  As always, you can email me at my email address 
berserker_kev(@)yahoo(dot)com if you have any questions, suggestions or 
comments.

- Berserker (BK)

   ___ 
  / __\
 / /   
/ /___ ______________
\____/ O N T R O L S \_________________________________________________________
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                                                                         [IB02]
==> BASIC CONTROLS PER CONSOLE ------------------------------------------------

--> Playstation 3 (PS3)                 --> Xbox 360 (X360)

[]           - L. Attack                X            - L. Attack
/\           - M. Attack                Y            - M. Attack
X            - H. Attack                A            - H. Attack
O            - Special (S) Attack       B            - Special (S) Attack
R2           - Meter Burn (MB)          RT           - Meter Burn (MB)
L2           - Flip Stance (FS)         LT           - Flip Stance (FS)
R1           - Interact                 RB           - Interact
L1           - Throw                    LB           - Throw
L3           - N/A                      LS           - N/A
R3           - N/A                      RS           - N/A
Start        - Pause Menu               Start        - Pause Menu
Select       - Reset (in training)      Back         - Reset (in training)
L thumbstick - Move fighter             L thumbstick - Move fighter
R thumbstick - N/A                      R thumbstick - N/A
D-pad        - Move fighter             D-pad        - Move fighter

==> D-PAD/JOYSTICK DIRECTION TERMS --------------------------------------------

This is a diagram showing off the inputs for directions in a Mortal Kombat 
style.  In this guide all inputs are shown using the notations in the diagram 
below.  All diagrams assume that a player is on the first player (left) side.

ub u uf
 b n f
db d df


   ub      u     uf
      \    |    /
       \   |   /
        \  |  /
    b --   n   -- f
        /  |  \
       /   |   \
      /    |    \
   db      d     df


ub - Up and Back
u  - Up
uf - Up and Forward
b  - Back
n  - Neutral
f  - Forward
db - Down and Back
d  - Down
df - Down and Forward

==> BUTTON TERMS --------------------------------------------------------------

The following is a list of attack buttons for Injustice along with the 
notations that I use to describe each input in this guide.

L  - Light Attack
M  - Medium Attack
H  - Heavy Attack
S  - Special/Character Power
T  - Throw
I  - Interact
FS - Flip Stance
MB - Meter Burn

==> ARCADE STICK SHORTCUTS ----------------------------------------------------

The following is a list of button combinations that can be used in place of 
certain buttons when using an arcade stick.  Since arcade stick buttons are so 
big, it's often better to use shortcuts such as these.

L + H     - Throw
L + M     - Interact
M + H     - Flip Stance
L + M + H - Meter Burn

As far as I know, either the Meter Burn or the Flip stance button must be 
pressed together or you must press one of the combinations listed above along 
with the single button for each one to perform a super move.  From what I have 
tried, a super move has no true arcade stick setup shortcut.

==> RELEASE CHECK AND ALTERNATE CONTROL ---------------------------------------

Release Check and Alternate Control are found under the "Control Preset" or 
"Controls" menu under the pause and settings menu respectively.  They are both 
displayed up under the control configurations and can be turned on or off.  By 
default, Release Check is turned on and Alternate Control is turned off.

o Release Check

Release Check allows a player to perform a special move by holding down a 
button and performing the motion then releasing the button.  This is an older 
technique that was used for other fighting games to perform moves faster.  
Basically, with Superman's heat vision, you can hold L then press d, b, and 
then release L to perform the heat vision with Release Check turned on.  With 
Release Check turned off, all button taps must be made after the appropriate 
directions.  If you don't use it, you might as well just turn it off.

o Alternate Control

Alternate Control changes all direction sequences for special moves into 
commands that are more like Street Fighter.  To perform a d, f, L move with 
this turned on, press d, df, f, L.  To perform a b, f, L move with Alternate 
Control turned on, press b, db, d, df, f, L.  This is most noticeable with 
back, forward moves.  All of the changes are displayed on the command lists 
from the move list menu while the game is paused.

   ___ 
  / __\
 /__\//
/ \/  \ __________
\_____/ A S I C S \____________________________________________________________
-------------------------------------------------------------------------------
                                                                         [IB03]
==> BASIC ATTACKS -------------------------------------------------------------

Each fighter has their own unique set of normal attacks that can be performed 
with the Light (L), Medium (M), or Heavy (H) attack buttons.  Characters often 
have additional basic attacks that can be performed while pressing in a 
direction along with the attack button, such as back + L, down + H, etc.

==> SPECIAL MOVES -------------------------------------------------------------

Special Moves are performed by entering a certain sequence of directions and 
then tapping a certain button.  There is no limit to the amount of special 
moves that can be performed, but each of them has recovery animations and other 
flaws so use them wisely.

==> CHARACTER POWER -----------------------------------------------------------

A character power is performed by pressing the Character Power/Special (S) 
button.  Each character power is unique per character.  Some characters gain 
enhancements when their power is activated and some characters perform an extra 
attack when the button is pressed.  Each character power has a cool down period 
or some certain method to recharge the power before it can be used again.  Some 
character powers that offer enhancements will give a player status effects 
(such as decreased damaged) during the cool down period.

==> BLOCKING ------------------------------------------------------------------

Unlike Mortal Kombat, Injustice does not have a block button.  Hold away from 
your opponent to block a standing attack and hold down (or down/back) to block 
a low attack.

  -- High Attacks
  High Attacks must be guarded while standing.

  -- Mid Attacks
  Mid Attacks can be guarded while standing or ducking.

  -- Low Attacks
  Low Attacks must be guarded while ducking.  They will hit a standing opponent 
  low if blocked high.

  -- Overhead Attacks
  Overhead attacks must be guarded while standing.  They will hit a crouching 
  opponent overhead if blocked low.  Keep in mind that jumping attacks are 
  considered overhead attacks so they must be guarded while standing.

==> JUGGLING ------------------------------------------------------------------

As with Mortal Kombat games, Injustice allows a player to juggle an opponent 
for increased damage after being launched.  Launchers are different depending 
on the character, so you'll need to experiment to find a launcher with each 
fighter and how to juggle an opponent after the launcher.

==> ATTACK STRINGS ------------------------------------------------------------

Each character has certain combinations of basic attacks that can be stringed 
together for a combo.  These string attacks are listed up under the "Combo 
Attacks" for each character and they are also listed in the character sections 
in this guide.

==> THROWS --------------------------------------------------------------------

Each fighter has a forward and backward throw.  Press either the throw button 
or tap both L + H buttons together to trigger the backward throw and tap 
forward along with either button(s) to toss an opponent forward.  The throw 
will have the same animation, but the opponent will be tossed behind or further 
in front of your character depending on the direction that you press before the 
grab.

==> BREAKING A THROW ----------------------------------------------------------

To break a throw, press the throw button as your character is being grabbed by 
your opponent.  This will cause your character to stop the grab and push the 
opponent away from your character.

==> SUPER METER ---------------------------------------------------------------

The super meter is on the bottom left (first player) or bottom right (second 
player) portion of the screen.  The super gauge is charged whenever a player 
performs a special move.  The gauge also charges when your opponent is hit with 
any type of attack or when your character receives damage from your opponent.  
The gauge is split up into four sections.  The four sections are used for meter 
burn attacks (one per section) and the full gauge can be used to perform a 
character's super attack.

==> METER BURN ----------------------------------------------------------------

Pressing the Meter Burn button during certain special moves will result in an 
enhanced version of that special move.  Meter Burn special moves take off one 
of the four sections of the super gauge.  Meter Burn attacks are much like EX 
attacks in Street Fighter IV.  Most of the time, the Meter Burn special move 
will be more powerful and take off more health if the opponent is hit with the 
Meter Burn special move, but sometimes the special move might have a different 
property.  For instance, with Batman's grapple, it will cause Batman to reel 
himself in then stop in front of the dazed opponent allowing for a combo attack 
while your opponent is dazed instead of the usual flying kick that Batman 
performs.

==> DIRECTIONAL HARD ATTACKS --------------------------------------------------

Both b + H and f + H can be charged and meter burned with every character.  
Charging these attacks will delay their animation and meter burning the attacks 
will give your character super armor to withstand one attack while performing 
the hard attack.  The Meter Burn version of the attack basically has to be 
charged - simply hold down on the H button then press the MB button to give the 
attack extra armor.  Like all Meter Burn attacks, this will take one bar of the 
super meter.  Meter Burning combined with charging a hard attack is a great way 
to catch your opponent off guard and force your way through their attacks from 
close range.

==> SUPER MOVE ----------------------------------------------------------------

Each character has their own version of a super attack that can be performed 
once the super meter is fully charged.  Press the Flip Stance (FS) and Meter 
Burn (MB) buttons together at the same time to perform a character's super 
move.  Super moves hit differently depending on the fighter that you have.  
Most super moves are close range, but some can only hit at mid-range and some 
are grabs.  Most super moves can be blocked.  Your character will usually have 
priority over most attacks while performing a super move.  Super moves can be 
added to a combo or performed during a juggle depending on the type of super 
move.

==> CLASH ---------------------------------------------------------------------

The Clash is a technique that can only be used when your character has their 
second health bar.  A Clash is performed by pressing forward + Meter Burn (MB) 
while your character is being hit with an attack.  The two characters will 
prepare to collide and attack once a Clash has been initiated and both players 
can wager part of their super gauge (using the on-screen button below the super 
meter) in order to inflict more damage (attacker) or regain some health 
(defender).  Players cannot see how much an opponent wagers.

Keep in mind with all of this that the "defender" is the player that STARTS the 
Clash (performs the forward + MB input).  If the defender wins, that character 
will regenerate an amount of health determined by the difference of how much 
meter was wagered.  If the defender loses the Clash, that character will 
receive an amount of damage that is determined by the difference of how much 
the attacker wagered.  Because of this technique, it can be useful to save your 
super meter until later into the battle in order to initiate or strike down 
this technique.

==> STAGE TRANSITIONS ---------------------------------------------------------

Most arenas have areas where an opponent can be knocked into another part of 
the stage.  These transition areas can be activated by hitting an opponent with 
a Back + Heavy (H) attack while the opponent stands with their character's back 
to the transition area.  Transition areas are always in one of the far corners 
of an arena if they exist in the stage.  Once activated, your character will 
hit the opponent and knock their character through an environment where their 
character will get damaged while traveling to another section of the arena.

Transitions take a great amount of health from a character that is basically 
equal to super move damage.  On most stages, there are transitions between two 
parts of the area.  A player can knock an opponent to one area and then knock 
the opponent back to the first area.

==> STAGE INTERACTIONS --------------------------------------------------------

In Injustice, along with knowing your fighter you also need to know your arena. 
Each arena has different portions of the background that can be interacted 
with.  When standing near an object that can be interacted with, the Interact 
button will appear beside your character's life gauge at the top of the screen. 
Pressing the interact button will cause your character to use part of 
environment to attack your opponent or escape from your opponent.  For 
instance, a player might be able to jump and grab pipe then tear it down to 
freeze your opponent with the liquid nitrogen inside of it, or your character 
might be able to hop off an object to escape out of a corner.

The powers of the character will determine what they can do to certain objects. 
For instant, Superman has super strength so he will be able to toss a big stone 
tablet display in Aquaman's stage while Batman can only rebound off that object 
to jump further.  Some interactions are similar only performed in a different 
way - such as punching the tank in Aquaman's stage compared to rotating a valve 
handle to release water from the same tank.  Keep in mind that projectile 
environmental objects are unblockable.  Some environmental attacks can actually 
be added to a combo.  For instance, with some stages, your character will kick 
your opponent into the background for the interaction - the kick can actually 
be added to a sequence of attacks.

==> METER BURNING INTERACTABLE ATTACKS ----------------------------------------

Some interactable attacks can be Meter Burned for added super armor while 
performing them.  Hold down on the MB button then press the interact button 
while grabbing an object in order to use Meter Burned while performing the 
attack.  Examples of interactables that can be Meter Burned are the green 
canister and missiles on the Ferris Aircraft (Hangar) stage.  Hold down on the 
MB button while picking up/using either object to Meter Burn the attack.

 __    
/ _\   
\ \    
_\ \ _________________
\__/ T O R Y  M O D E \________________________________________________________
-------------------------------------------------------------------------------
                                                                         [IB04]
The following is a list of all story mode fights and minigames that are found 
in each chapter.  In each chapter you will play as the character that the 
chapter represents and must beat each opponent in a single round fight.  There 
are also a few button-tap minigames spread throughout the chapters that I label 
below.

Complete each of the minigames successfully and your opponent will start the 
match with less life.  Finish all of the minigame successfully to earn an 
achievement/trophy  Beating a minigame does not ALWAYS mean getting through it 
without messing up.  You can mess up on a few button taps and get through a 
minigame successfully.  The easiest minigame to mess up on is the Joker vs 
Nightwing minigame - it requires the most precision of all.

==> CHAPTER 01 - BATMAN -------------------------------------------------------
______
VERSUS
¯¯¯¯¯¯
o vs Deathstroke
o vs Bane
o vs Lex Luthor (minigame)
o vs The Joker

Minigame (vs Lex Luthor)

Press the button that appears on the bottom right-hand side of the screen in 
order to toss batarangs at Lex Luthor as he tries to advance toward Batman.  
During the third wave, Lex Luthor will dash instead of run, so you'll need to 
press the buttons quicker as they appear.

==> CHAPTER 02 - GREEN LANTERN ------------------------------------------------
______
VERSUS
¯¯¯¯¯¯
o Raven
o Cyborg
o Sinestro (minigame)
o Yellow Lantern

Minigame (vs Sinestro)

Press the button/buttons sequences that appear(s) on the bottom of the screen 
in order to counter each of Sinestro's attacks.  Eventually, you will have to 
mash all four face buttons in order to counter a move that Sinestro will 
perform.  The counter sequences will go back to entering buttons sequences 
after the face button mash, so be ready.

==> CHAPTER 03 - AQUAMAN ------------------------------------------------------
______
VERSUS
¯¯¯¯¯¯
o The Flash
o Shazam
o Aquaman
o Ares

==> CHAPTER 04 - THE JOKER ----------------------------------------------------
______
VERSUS
¯¯¯¯¯¯
o Batman
o Harley Quinn
o Hawkgirl
o Nightwing (minigame)

Minigame (vs Nightwing)

The Joker must toss cards at Nightwing to knock him back and keep him from 
advancing forward as he runs.  Each full deck of cards that Joker tosses will 
knock Nightwing back.  Watch the buttons that appears on the cards and press 
them quickly in the order shown without pressing any extra buttons.  DO NOT 
press the buttons as Joker tosses the cars.  This is easily the hardest 
minigame to complete since ALL decks of cards must hit Nightwing perfectly in 
order to keep from failing.  The final deck requires major speed and absolute 
protection.

TIP: You can pause the game and look at the button sequence on the entire deck 
of cards in order to see what the sequence will be before starting.  If you 
have problems with pressing the sequence, DO NOT look at the screen while 
performing the final sequence - pause the game to view the sequence then 
unpause it and look down at your controller then enter it as fast as you can.  
You might even want to think about muting your TV while inputting the last 
sequence.  It is so easy to get distracted by the on-screen actions and sounds.

==> CHAPTER 05 - GREEN ARROW --------------------------------------------------
______
VERSUS
¯¯¯¯¯¯
o Solomon Grundy (minigame)
o Killer Frost
o Wonder Woman
o Black Adam

Minigame (vs Solomon Grundy)

This minigame is the only one that uses the left analog.  You take control of 
Green Arrow in a first person view while he aims at an approaching Solomon 
Grundy.  Use the targeting cursor on the screen to aim at Grundy and then press 
the L button to fire an arrow at him.  Hit him the amount of times displayed on 
the bottom of the screen.  Grundy will start to hurl objects your way (knives, 
hatchets and chairs) after the first wave, so shoot the objects out of the air 
to keep them from hitting Green Arrow.  This minigame has four waves 
altogether. The main objective here is to keep Grundy from getting to Green 
Arrow.  If you get hit by some of the objects, you can still walk away from 
this one with a completion and not lose much health or credit for beating 
Grundy.

==> CHAPTER 06 - CYBORG -------------------------------------------------------
______
VERSUS
¯¯¯¯¯¯
o Deathstroke
o Lex Luthor
o Catwoman
o Cyborg

==> CHAPTER 07 - DEATHSTROKE --------------------------------------------------
______
VERSUS
¯¯¯¯¯¯
o Shazam
o The Flash
o Killer Frost
o Wonder Woman

==> CHAPTER 08 - BATMAN -------------------------------------------------------
______
VERSUS
¯¯¯¯¯¯
o Catwoman
o Nightwing
o Green Arrow (minigame)
o Green Lantern

Minigame (vs Green Arrow)

Batman must dodge Green Arrow's arrows by tapping buttons or button sequences. 
This minigame is much like the Green Lantern vs Sinestro minigame overall, but 
the final counter is three button taps long.

==> CHAPTER 09 - LEX LUTHOR ---------------------------------------------------
______
VERSUS
¯¯¯¯¯¯
o Harley Quinn
o The Joker
o Hawkgirl
o Shazam

==> CHAPTER 10 - THE FLASH ----------------------------------------------------
______
VERSUS
¯¯¯¯¯¯
o Yellow Lantern
o Solomon Grundy
o Sinestro
o Green Arrow

==> CHAPTER 11 - WONDER WOMAN -------------------------------------------------
______
VERSUS
¯¯¯¯¯¯
o Bane (minigame)
o Ares
o Raven
o Wonder Woman
o Batman

Minigame (vs Bane)

Wonder Woman must block Bane's machine gun fire with her gauntlets.  This 
minigame is much like the countering minigame with Green Lantern and Batman, 
but the button sequences are in great number starting from the beginning.  
Players will have to tap four buttons very quickly during the waves of blocking 
and you must prepare to tap all face buttons quickly in order to keep the block 
meter from dropping below the line in the meter that appears on the screen 
during the final block.  The final portion is the only part that might catch 
you off guard.  Lay down the controller and tap the buttons to keep from tiring 
out when hammering at them.

==> CHAPTER 12 - SUPERMAN -----------------------------------------------------
______
VERSUS
¯¯¯¯¯¯
o Black Adam (minigame)
o Aquaman
o Doomsday
o Superman

NOTE: The final battle against Superman is the hardest battle in story mode and 
requires some cheap tactics to beat at times.  It's best to get far away from 
Superman and perform constant Heat Vision (d, b + L) and Heat Zap (d, b + H) 
from a distance.  Perform the Heat Vision in the air and meter burn it often. 
Don't even use Superman's super move since meter burning his normal attacks are 
so much better.  The combo f + M, H is a good poking combo and it can be 
followed up with Super Breath (d, b + M) for extra damage.  User Meter Burn 
Super Breath to juggle after the combo to freeze Superman and set him up for 
another combo.

Minigame (vs Black Adam)

Black Adam will stand at the far end of the street and toss cars at Superman. 
Watch the cars that are being tossed at Superman and press the button that 
appears on each one in order to fire a heat vision blast to destroy each car 
before it hits Superman.  As the minigame progresses, Black Adam will start to 
throw several cars in a row and you will have to press the buttons faster as 
they appear.  You can get hit by a few cars and still pass this minigame 
successfully.  Is Superman actually destroying cars with civilians in them?  Oh 
dear.


===============================================================================
                                    _______                              [DM00]
                                   |_____  |
                                    _____| |
                                   |  _____|
                                   | |_____
                                   |_______|
                      D E T A I L E D  M O V E  L I S T S
===============================================================================

This section list all special moves, super moves and character powers per 
fighter along with a detailed description of each one.  I decided to leave out 
normal attacks, combo attacks and all other moves that don't really need a 
description for this section.  If you are looking for a very short move list 
then visit the third section of this guide for a complete move list that is 
very simple and free of tons of access information.

This section lists frame data for each move per character.  All of the frame 
data is taken directly from the pause menu in the game and provided as a 
reference for your convenience.  I'll post up a written explanation of frame 
data soon for those that don't know how to read and understand it.  For now, if 
you are new to using frame data and do not know how to use it, then please 
visit the following videos on youtube for an in-depth explanation:

--> How to Read and Use Frame Data (Part 1) by OneHandedTerror
http://youtu.be/rCwWa6GOUUU

--> How to Read and Use Frame Data (Part 2) by OneHandedTerror
http://youtu.be/nmipAe4A3c4
                _                                                        [DM01]
               /_\    __ _  _   _   __ _  _ __ ___    __ _  _ __  
************* //_\\  / _` || | | | / _` || '_ ` _ \  / _` || '_ \ *************
             /  _  \| (_| || |_| || (_| || | | | | || (_| || | | |
************ \_/ \_/ \__, | \__,_| \__,_||_| |_| |_| \__,_||_| |_| ************
                        |_|                                       

First Appearance: More Fun Comics #73 (September 1941)

_______________________________________________________________________________
BASIC ATTACKS                                                     A Q U A M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Flounder Fist - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 9       | 11       | 9         | 0          |
'-------------------------------------------------------------------'

-- Trident Push - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 13      | 14       | 22        | 0          |
'-------------------------------------------------------------------'

-- Trident Spin - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 12      | 28       | 35        | 4          |
'-------------------------------------------------------------------'

-- Mera's Fury - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 9       | 19       | 16        | -4         |
'-------------------------------------------------------------------'

-- Trident Slam - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 25      | 29       | 44        | -10        |
'-------------------------------------------------------------------'

-- Whirl Pool - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 29      | 27       | 75        | 6          |
'-------------------------------------------------------------------'

-- Surface Dwellers - f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 7       | 22       | 13        | 3          |
'-------------------------------------------------------------------'

-- Stingray Sweep - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.75   | 10      | 27       | 53        | -13        |
'-------------------------------------------------------------------'

-- For Neptune - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 29      | 27       | 77        | 6          |
'-------------------------------------------------------------------'

-- Shark Strike - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 6       | 20       | 6         | -4         |
'-------------------------------------------------------------------'

-- Rising Trident - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 7       | 25       | 66        | -17        |
'-------------------------------------------------------------------'

-- Sea Sweep - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 10      | 32       | 33        | -15        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                       A Q U A M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Urchin Kick - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 8       | 24       | 2         | -10        |
'-------------------------------------------------------------------'

-- Air Stab - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 10      | 24       | 15        | -6         |
'-------------------------------------------------------------------'

-- Trident Jab - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 13      | 24       | 53        | -2         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                            A Q U A M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                    A Q U A M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- For Neptune - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Whirl Pool - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                     A Q U A M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Seven Seas - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 13      | 19       | 16        | -5         |
'-------------------------------------------------------------------'

-- Aquatic Ace - L, L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.51  | 8       | 34       | 10        | -41        |
'-------------------------------------------------------------------'

-- Marine Marvel f + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.25   | 21      | 15       | 62        | 2          |
'-------------------------------------------------------------------'

-- Tidal Wave - f + L, H, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.89   | 28      | 26       | 67        | 8          |
'-------------------------------------------------------------------'

-- From the Depths - b + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 16      | 19       | 6         | -6         |
'-------------------------------------------------------------------'

-- Huzzah - b + L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 10      | 33       | 41        | -3         |
'-------------------------------------------------------------------'

-- Tsunami Slam - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 17      | 32       | 4         | -6         |
'-------------------------------------------------------------------'

-- Atlantean Strength - M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 17      | 34       | 11        | -1         |
'-------------------------------------------------------------------'

-- Orin Origin - b + M, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.55   | 14      | 37       | 70        | -22        |
'-------------------------------------------------------------------'

-- Deep Sea - f + M, L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 19      | 22       | 14        | 10         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                     A Q U A M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Trident Rush - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 19.54  | 9       | 38       | -70       | -92        |
'-------------------------------------------------------------------'
Aquaman attacks with a wave of trident stabs.  Tap forward or backward during 
this attack to make Aquaman advance or retreat during stabs.

-- Trident Rush - d, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.94  | 13      | 37       | -33       | -48        |
'-------------------------------------------------------------------'
Meter Burn Trident Rush makes Aquaman perform several more trident stabs.

-- From the Deep - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 18      | 46       | 58        | -21        |
'-------------------------------------------------------------------'
Aquaman stabs the ground with his trident and makes a water pool appear below 
his opponent then a trident surfaces to stab the opponent.

-- From the Deep - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.40   | 12      | 20       | 53        | N/A        |
'-------------------------------------------------------------------'
Meter Burn From the Deep makes Aquaman summon a lightning bolt that will bounce 
the opponent after the trident stab.

-- Water Shield - d, d, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 0.00   | 0       | 45       | N/A       | N/A        |
'-------------------------------------------------------------------'
Aquaman creates a shield of water around him that gives him super armor against 
most normal attacks.  He will still take damage but cannot easily be knocked 
out of this move.

-- Water Shield - d, d, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 0       | 27       | 55        | 6          |
'-------------------------------------------------------------------'
Meter Burn Water Shield causes the shield to explode and damage a nearby 
opponent.

-- Trident Scoop - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.80   | 14      | 31       | 48        | -22        |
'-------------------------------------------------------------------'
Aquaman scoops downward with his trident and then launches his opponent into 
the air behind him.

-- Trident Toss - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 11.00  | 17      | -27      | 7         | -27        |
'-------------------------------------------------------------------'
Aquaman tosses his trident toward his opponent.

_______________________________________________________________________________
SUPER MOVE                                                        A Q U A M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Atlantean Rage - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 32.50  | 131     | 46       | 14        | -24        |
'-------------------------------------------------------------------'
Aquaman strikes his opponent with his trident then calls forth a massive tidal 
wave to hit his opponent.  A shark in the tidal wave bites the opponent.

_______________________________________________________________________________
CHARACTER POWER                                                   A Q U A M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Water of Life - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 21       | N/A       | N/A        |
'-------------------------------------------------------------------'
Water streams down Aquaman's body and allows him to slip out of his opponent's 
attacks more easily.  Basically, if your opponent is performing a combo while 
Aquaman has the Water of Life active, Aquaman will recover more quickly from 
each attack (while getting hit) and he may be able to guard during the middle 
of the combo.

_______________________________________________________________________________
STRATEGY INFO                                                     A Q U A M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Aquaman Forum on TestYourMight.com
http://www.testyourmight.com/forums/aquaman.344/

                               _                                         [DM02]
                              /_\   _ __  ___  ___ 
**************************** //_\\ | '__|/ _ \/ __| ***************************
                            /  _  \| |  |  __/\__ \
*************************** \_/ \_/|_|   \___||___/ ***************************

First Appearance: Wonder Woman #1 (Summer 1942)

_______________________________________________________________________________
BASIC ATTACKS                                                           A R E S
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Devil's Fist - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 8       | 11       | 24        | 1          |
'-------------------------------------------------------------------'

-- Waring Cross - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 10      | 14       | 22        | 2          |
'-------------------------------------------------------------------'

-- Thundering Slap - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 14      | 19       | 15        | 0          |
'-------------------------------------------------------------------'

-- Sliding Strike - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 15      | 15       | 19        | -1         |
'-------------------------------------------------------------------'

-- Downward Hammerfist - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 19      | 18       | 9         | 0          |
'-------------------------------------------------------------------'

-- Fierce Gauntlet - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 33      | 18       | 84        | 14         |
'-------------------------------------------------------------------'

-- Front Knee - f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 12      | 13       | 22        | -2         |
'-------------------------------------------------------------------'

-- Savage Uppercut - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 18      | 19       | 67        | -2         |
'-------------------------------------------------------------------'

-- Raging Fists - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 28      | 16       | 83        | 16         |
'-------------------------------------------------------------------'

-- Low Sweep - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 6       | 16       | 9         | -4         |
'-------------------------------------------------------------------'

-- Fearful Cut - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 10      | 33       | 67        | -21        |
'-------------------------------------------------------------------'

-- Surprise Strike - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 17      | 27       | 36        | -9         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                             A R E S
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Spearing Stab - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 25       | 1         | -11        |
'-------------------------------------------------------------------'

-- Crowning Elbow - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 8       | 21       | 14        | -7         |
'-------------------------------------------------------------------'

-- Mighty Hammerfist - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 10      | 24       | 52        | -3         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                                  A R E S
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                          A R E S
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Raging Fists - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Fierce Gauntlet - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'
 
_______________________________________________________________________________
COMBO ATTACKS                                                           A R E S
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Deity Ruler - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 15      | 16       | 21        | -1         |
'-------------------------------------------------------------------'

-- Supreme General - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 7       | 20       | 21        | -1         |
'-------------------------------------------------------------------'

-- Reign of Terror - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 14      | 18       | 14        | -2         |
'-------------------------------------------------------------------'

-- Honor the Gods - L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 11      | 23       | 76        | 1          |
'-------------------------------------------------------------------'

-- Olympian Might - b + L, A
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.45  | 14      | 26       | 58        | -2         |
'-------------------------------------------------------------------'

-- Furious Anger - f + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.55   | 16      | 20       | 34        | 0          |
'-------------------------------------------------------------------'

-- Bloodshed - f + L, d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 8.55   | 18      | 20       | 42        | -4         |
'-------------------------------------------------------------------'

-- Divine Order - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 6       | 19       | 16        | -4         |
'-------------------------------------------------------------------'

-- Cerberus Pain - M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 18      | 15       | 56        | 0          |
'-------------------------------------------------------------------'

-- Mighty Aggression - b + M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 16      | 18       | 65        | 3          |
'-------------------------------------------------------------------'

-- Invading Force - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 16      | 25       | 54        | -4         |
'-------------------------------------------------------------------'

-- Bow to Me - f + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.75   | 17      | 16       | 60        | -1         |
'-------------------------------------------------------------------'

-- Malevolent Violence - H, d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 20      | 29       | 60        | 2          |
'-------------------------------------------------------------------'

-- Immortal Rush - H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 25      | 27       | 73        | -2         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                           A R E S
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Phase Shifter - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 32       | N/A       | N/A        |
'-------------------------------------------------------------------'
Ares makes himself transparent for a few seconds.  This move can be performed 
again to make Ares show himself immediately.

-- Phase Shifter - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 14       | N/A       | N/A        |
'-------------------------------------------------------------------'
Meter Burn Phase Shifter will make Ares fully invisible to where even his 
transparent image cannot be seen.

-- God Smack - d, d, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 12.00  | 45      | 37       | 32        | N/A        |
'-------------------------------------------------------------------'

-- Close God Smack - d, d, M, b
-- Far God Smack - d, d, M, f
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 12.00  | 33      | 37       | 32        | N/A        |
'-------------------------------------------------------------------'
Ares jumps into the air then leaps forward and smashes the ground with his 
fists.  

-- God Smack - d, d, M (MB)
-- Close God Smack - d, d, M, b (MB)
-- Far God Smack - d, d, M, f (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 12.00  | 33      | 37       | 88        | N/A        |
'-------------------------------------------------------------------'
Meter Burn God Smack will make the attack launch a character for juggling 
afterwards.

-- Dark Energy - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 7.00   | 21      | -66      | 4         | 2          |
'-------------------------------------------------------------------'
Ares fires a dark projectile forward.

-- Dark Energy - d, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 14.00  | 16      | -61      | 39        | -3         |
'-------------------------------------------------------------------'

Meter Burn Dark energy will increase the size and damage of the projectile as 
well as make it an overhead attack.

-- Warp Transmission (behind) - d, f, H
-- Warp Transmission (front) - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 20      | 19       | N/A       | N/A        |
'-------------------------------------------------------------------'
Ares teleports behind or in front of his opponent.

_______________________________________________________________________________
SUPER MOVE                                                              A R E S
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Annihilator - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 33.00  | 114     | 61       | 114       | -28        |
'-------------------------------------------------------------------'
Ares hits the opponent with his sword then summons his army to fire arrows at 
his opponent.  Ares grows bigger then smashes his opponent with his hand.

_______________________________________________________________________________
CHARACTER POWER                                                         A R E S
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Weapons of War - S

Ares can take control of two different weapons and use them against his foe for 
his character power.  Each weapon has a separate cool down period, so Ares 
actually has two powers.

-- Straight Sword - hold/tap S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 9.00   | 13      | 2        | -4        | -15        |
'-------------------------------------------------------------------'

-- Downward Sword - hold/tap S, u
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.00   | 23      | 9        | 78        | 14         |
'-------------------------------------------------------------------'

-- Rising Sword - hold/tap S, d
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.00   | 22      | 24       | -2        | -2         |
'-------------------------------------------------------------------'
Ares attacks his foe with a sword.  Hold the S button down to make the sword 
appear then continue to hold it to make it float in the air behind Ares.  Press 
up or down to make the sword move into the air or below Ares for different 
attacks once the button is released.  Release the button to perform the attack.

-- Straight Axe - hold/tap b + S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 14.98  | 13      | 0        | 27        | -41        |
'-------------------------------------------------------------------'

-- Downward Axe - hold/tap b + S, u
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.85  | 23      | 0        | 32        | -6         |
'-------------------------------------------------------------------'

-- Rising Axe - hold/tap b + S, d
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.42   | 22      | 34       | -2        | -22        |
'-------------------------------------------------------------------'
Ares attacks his foe with an axe.  Hold the S button down to make the axe 
appear then continue to hold it to make it float in the air behind Ares.  Press 
up or down to make the axe move into the air or below Ares for different 
attacks once the button is released.  Release the button to perform the attack.

_______________________________________________________________________________
STRATEGY INFO                                                           A R E S
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Aquaman Forum on TestYourMight.com
http://www.testyourmight.com/forums/ares.370/

                             ___                                         [DM03]
                            / __\  __ _  _ __    ___ 
************************** /__\// / _` || '_ \  / _ \ *************************
                          / \/  \| (_| || | | ||  __/
************************* \_____/ \__,_||_| |_| \___| *************************

First Appearance: Batman: Vengeance of Bane #1 (January 1993)

_______________________________________________________________________________
BASIC ATTACKS                                                           B A N E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Brute Jab - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 9       | 20       | 19        | -2         |
'-------------------------------------------------------------------'

-- Brute Hammerfist - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 12      | 25       | 11        | -1         |
'-------------------------------------------------------------------'

-- Brute Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 15      | 40       | 35        | -6         |
'-------------------------------------------------------------------'

-- Shin Splint - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 17      | 9        | 16        | 12         |
'-------------------------------------------------------------------'

-- Earthquake Stomp - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 3.00   | 18      | 23       | 16        | -2         |
'-------------------------------------------------------------------'

-- Thundering Dropkick - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 32      | 36       | 69        | -4         |
'-------------------------------------------------------------------'

-- Shattering Cross - f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 21      | 37       | 5         | 7          |
'-------------------------------------------------------------------'

-- Lucho Powerpunch - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 14.00  | 26      | 38       | 16        | -23        |
'-------------------------------------------------------------------'

-- Fist Slam - f + M, d
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 11      | 33       | 46        | 0          |
'-------------------------------------------------------------------'

-- Devastator - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 40      | 25       | 80        | 9          |
'-------------------------------------------------------------------'

-- Quick Kick - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 11      | 10       | 17        | 3          |
'-------------------------------------------------------------------'

-- Rising Double Fist - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 16      | 22       | 71        | -7         |
'-------------------------------------------------------------------'

-- Fist Trip - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 19      | 30       | 33        | -14        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                             B A N E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Demolish - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 11      | 25       | 40        | 27         |
'-------------------------------------------------------------------'

-- Crushing - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 13      | 31       | 8         | -13        |
'-------------------------------------------------------------------'

-- Pulverize - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 11      | 26       | 46        | -9         |
'-------------------------------------------------------------------'

-- Body Splash - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.00   | ?       | ?        | ?         | ?          |
'-------------------------------------------------------------------'
NOTE: In the pause menu, Bane's data for his Body Splash is the same 
as his Pulverize air attack and it does not match the in-game damage,
so the rest of the data is probably wrong too.

_______________________________________________________________________________
THROWS                                                                  B A N E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 9.00   | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 9.00   | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                          B A N E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Devastator - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Thundering Dropkick - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                           B A N E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Punching Bag - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 7       | 29       | 3         | -1         |
'-------------------------------------------------------------------'

-- Juiced - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.93   | 21      | 39       | 15        | -14        |
'-------------------------------------------------------------------'

-- Feel the Pain - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 24      | 28       | 60        | 3          |
'-------------------------------------------------------------------'

-- Bring It - b + L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 1.90   | 20      | 18       | 18        | -2         |
'-------------------------------------------------------------------'

-- Bitter Taste - b + L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 16      | 28       | 55        | 1          |
'-------------------------------------------------------------------'

-- Dead One - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 14      | 36       | 32        | -3         |
'-------------------------------------------------------------------'

-- Final Strike - L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 6       | 33       | 50        | -4         |
'-------------------------------------------------------------------'

-- Secret Six - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 15      | 32       | 29        | -2         |
'-------------------------------------------------------------------'

-- Venom Strength - M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 17      | 40       | 49        | -7         |
'-------------------------------------------------------------------'

-- Knightfall - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.65   | 21      | 28       | 45        | 4          |
'-------------------------------------------------------------------'

-- Master of Disguise - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 19      | 27       | 48        | 5          |
'-------------------------------------------------------------------'

-- Veritas Leberat - f + M, d, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.60   | 20      | 36       | 33        | -2         |
'-------------------------------------------------------------------'

-- Infinite Crisis - f + M, d, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 27      | 61       | 24        | -30        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                           B A N E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Body Press - d, b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 16.00  | 20      | 20       | 14        | N/A        |
'-------------------------------------------------------------------'
Bane reaches out and grabs his opponent then holds the foe over his head and 
slams the opponent into the ground.

-- Body Press - d, b, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 16.00  | 0       | 205      | -205      | N/A        |
'-------------------------------------------------------------------'
Meter Burn Body Press will make Bane perform a backbreaker that takes off more 
damage.

-- Raging Charge - b, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 15.00  | 32      | 45       | 20        | -11        |
'-------------------------------------------------------------------'
Bane races forward and rams his opponent.

-- Raging Charge - b, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 23      | 66       | 3         | N/A        |
'-------------------------------------------------------------------'
Meter Burn Raging Charge will make Bane perform a follow-up falling elbow to 
the grounded opponent.

-- Double Punch - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.75   | 16      | 20       | 4         | -5         |
'-------------------------------------------------------------------'
Bane spins toward his opponent and performs an overhead punch followed by an 
uppercut.

-- Double Punch - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 25      | 29       | 42        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Double Punch will make Bane perform an extra jumping punch at the 
end of the combination to take off more damage.

-- Venom Uppercut - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.00  | 14      | 44       | 40        | -31        |
'-------------------------------------------------------------------'
Bane uppercuts upward while jumping and knocks his opponent into the air.  

-- Venom Uppercut - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.55   | 16      | 85       | 26        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Venom Uppercut will cause Bane to perform an extra kick with both 
legs while still in the air to take more damage.

-- Ring Slam - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 13.00  | 9       | 43       | 14        | N/A        |
'-------------------------------------------------------------------'
Bane snatches his opponent out of the air and performs one of four different 
throws based on the opponent's positioning.

  Face Up - Bane tosses the opponent to the other side of the screen
  Face Down - Bane slams the opponent into the ground
  Feet Facing Up - Bane grabs the foe's legs and slams the foe to the ground
  Feet Facing Down - Bane flips the opponent to the other side of the screen

_______________________________________________________________________________
SUPER MOVE                                                              B A N E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Break the Bat - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 36.00  | 136     | 44       | 14        | N/A        |
'-------------------------------------------------------------------'
Bane juices himself up with venom then performs an unblockable grab.  If 
successful, he punches the opponent twice in the gut, slams them on the ground 
then performs a backbreaker.

_______________________________________________________________________________
CHARACTER POWER                                                         B A N E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Venom Boost - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 9        | N/A       | N/A        |
'-------------------------------------------------------------------'
Bane can use up to three doses of venom at a time.  Each one will increase his 
overall damage and give him extra armor during special attacks.  When the 
effect of the venom wears off, Bane will inflict less damage, take more damage 
from enemy attacks and he will move slower until the cool down period for the 
attack is over with.  The amount of weakness that Bane suffers during the cool 
down period will depend on how many dosages of venom he took prior to the cool 
down period.

_______________________________________________________________________________
STRATEGY INFO                                                           B A N E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Bane Forum on TestYourMight.com
http://www.testyourmight.com/forums/bane.342/

                     ___         _                                       [DM04]
                    / __\  __ _ | |_  _ __ ___    __ _  _ __  
****************** /__\// / _` || __|| '_ ` _ \  / _` || '_ \ *****************
                  / \/  \| (_| || |_ | | | | | || (_| || | | |
***************** \_____/ \__,_| \__||_| |_| |_| \__,_||_| |_| ****************

First appearance: Detective Comics #27 (May 1939)

_______________________________________________________________________________
BASIC ATTACKS                                                       B A T M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Palm Strike - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 6       | 12       | 8         | 4          |
'-------------------------------------------------------------------'

-- Hammer Fist - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 10      | 29       | 7         | -3         |
'-------------------------------------------------------------------'

-- Roundhouse - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 13      | 22       | 10        | 1          |
'-------------------------------------------------------------------'

-- Crusader Kick - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 9       | 16       | 9         | 0          |
'-------------------------------------------------------------------'

-- Batarang Swipe - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 12      | 24       | 11        | -9         |
'-------------------------------------------------------------------'

-- Flying Kick - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 29      | 22       | 81        | 12         |
'-------------------------------------------------------------------'

-- Caped Crusade - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 14      | 24       | 11        | 1          |
'-------------------------------------------------------------------'

-- Wheel Kicks - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 29      | 26       | 79        | 8          |
'-------------------------------------------------------------------'

-- Low Jab - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 7       | 12       | 14        | 0          |
'-------------------------------------------------------------------'

-- Uppercut - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 7       | 29       | 62        | -16        |
'-------------------------------------------------------------------'

-- Low Hammerfist - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 15      | 20       | 42        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                         B A T M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Flying Knee - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 22       | 4         | -8         |
'-------------------------------------------------------------------'

-- Straight Kick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 7       | 22       | 17        | -4         |
'-------------------------------------------------------------------'

-- Flip Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 10      | 16       | 10        | 10         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                              B A T M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                      B A T M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Wheel Kicks - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Flying Kick - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                       B A T M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Showdown - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 9       | 18       | 16        | 1          |
'-------------------------------------------------------------------'

-- Injustice - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 9       | 41       | -5        | -6         |
'-------------------------------------------------------------------'

-- Vengeance - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.51   | 21      | 25       | 67        | 5          |
'-------------------------------------------------------------------'

-- Tricky Bat - L, M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 22      | 46       | 11        | -23        |
'-------------------------------------------------------------------'

-- Intimidation - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 13      | 19       | 16        | 6          |
'-------------------------------------------------------------------'

-- Mind Games - L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 4.51   | 17      | 18       | 80        | -5         |
'-------------------------------------------------------------------'

-- Millionaire - b + L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 12      | 25       | 11        | -4         |
'-------------------------------------------------------------------'

-- High Tech - b + L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.12   | 18      | 17       | 46        | -5         |
'-------------------------------------------------------------------'

-- Darkness - b + L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 18      | 26       | 67        | -6         |
'-------------------------------------------------------------------'

-- Tragic - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 1.90   | 11      | 18       | 14        | 8          |
'-------------------------------------------------------------------'

-- Caped Crusader - M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 15      | 14       | 88        | -1         |
'-------------------------------------------------------------------'

-- Stay Down - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.97  | 10      | 3        | 55        | -15        |
'-------------------------------------------------------------------'

-- Winged Avenger - F + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.22   | 6       | 25       | 45        | -7         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                       B A T M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Straight Grapple - d, f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 8.80   | 20      | 27       | -11       | -32        |
'-------------------------------------------------------------------'
Batman fires his grapple gun forward.  If he hits the opponent with the grapple 
gun, he will reel himself in and performing a flying kick to hit the opponent.  

-- Straight Grapple - d, f + L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 31       | -31       | N/A        |
'-------------------------------------------------------------------'
Meter Burn Straight Grapple makes it to where Batman reels himself toward a 
dazed opponent, allowing him to combo the opponent while the opponent is dazed.

-- Sky Grapple - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 10.00  | 14      | 44       | 57        | -42        |
'-------------------------------------------------------------------'
Batman fires his grapple gun diagonally upward.  If he hits the opponent, he 
will slam the opponent down to the ground behind him.

-- Sky Grapple - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 4.25   | 0       | 12       | 83        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Sky Grapple will make the opponent bounce after being slammed.

-- Batarang - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.80   | 20      | -155     | -7        | -18        |
'-------------------------------------------------------------------'
Batman tosses two batarangs forward.

-- Batarang - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.75   | 8       | 0        | 65        | 38         |
'-------------------------------------------------------------------'
Meter Burn can be used to detonate the batarangs for additional damage.

-- Up Batarang - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 6.00   | 19      | -167     | 6         | -5         |
'-------------------------------------------------------------------'
Batman tosses a batarang diagonally upward.

-- Up Batarang - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 5.00   | 6       | 0        | 102       | 38         |
'-------------------------------------------------------------------'
Meter Burn will make the batarang explode.

-- Slide Kick - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 16      | 50       | -2        | -35        |
'-------------------------------------------------------------------'
Batman slides toward the opponent's feet to knock them down.

-- Slide Kick - b, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 4.75   | 15      | -125     | 16        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Slide Kick will make Batman toss a batarang to juggle the opponent 
after the slide.

-- Scatter Bombs (Air) - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 8       | 31       | 7         | -16        |
'-------------------------------------------------------------------'
Batman detonates scatter bombs in the air in front of him while jumping.  This 
will knock back airborne foes and stagger standing opponents.

-- Cape Parry - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 12.00  | 1       | 42       | 14        | -84        |
'-------------------------------------------------------------------'
Batman covers his front side with his cape and will perform a takedown counter 
if hit with most high or mid attacks.

_______________________________________________________________________________
SUPER MOVE                                                          B A T M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- The Dark Knight - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 33.35  | 121     | 44       | 14        | -14        |
'-------------------------------------------------------------------'
Batman hits his foe with a gas filled batarang to stun the opponent then shocks 
the opponent, knees the opponent, hits them with a batarang.  Batman jumps over 
the Batmobile that races onto the screen behind him shortly before it hits the 
opponent.

_______________________________________________________________________________
CHARACTER POWER                                                     B A T M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Double Jump - u + b or up + f
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'
Batman can perform another jump in the air to take him higher.  While jumping 
forward a second time, he will spread out his cape to make him float down.  He 
can perform a M or H attack while falling.

-- Mechanical Bats - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 15       | -15       | -15        |
'-------------------------------------------------------------------'

-- Release the Bats - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.80   | 5       | 0        | 46        | 15         |
'-------------------------------------------------------------------'

-- Bat Swarm - d + S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 10      | 8        | 81        | 12         |
'-------------------------------------------------------------------'
Batman can summon mechanical bats that will fly downward and fly around him.  
Once they are summoned, they can be launched toward a foe to damage the foe by 
tapping the S button again - launching the bats can be performed during combos. 
While three bats surround Batman, tap d + S to make the bats fly around him - 
this will make them hit the opponent if the opponent is in close range.

_______________________________________________________________________________
STRATEGY INFO                                                       B A T M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Batman Forum on TestYourMight.com
http://www.testyourmight.com/forums/batman.234/

            ___  _               _        _        _                     [DM05]
           / __\| |  __ _   ___ | | __   /_\    __| |  __ _  _ __ ___  
********* /__\//| | / _` | / __|| |/ /  //_\\  / _` | / _` || '_ ` _ \ ********
         / \/  \| || (_| || (__ |   <  /  _  \| (_| || (_| || | | | | |
******** \_____/|_| \__,_| \___||_|\_\ \_/ \_/ \__,_| \__,_||_| |_| |_| *******

First Appearance: The Marvel Family #1 (December, 1945)

_______________________________________________________________________________
BASIC ATTACKS                                                B L A C K  A D A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Sweeping Jab - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 6       | 19       | -2        | -4         |
'-------------------------------------------------------------------'

-- Sweeping Backhand - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 10      | 17       | 14        | -2         |
'-------------------------------------------------------------------'

-- Furious Dropkick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 8       | 36       | 27        | -3         |
'-------------------------------------------------------------------'

-- Knee Strike - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 12      | 22       | 6         | 4          |
'-------------------------------------------------------------------'

-- Vicious Hammerfist - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 3.00   | 15      | 22       | 14        | -3         |
'-------------------------------------------------------------------'

-- Mighty Adam - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 30      | 27       | 76        | 7          |
'-------------------------------------------------------------------'

-- Vengeful Kick - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 12      | 20       | 33        | 1          |
'-------------------------------------------------------------------'

-- Revolving Contact - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 28      | 27       | 67        | 6          |
'-------------------------------------------------------------------'

-- Outward Strike - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 6       | 15       | 11        | -1         |
'-------------------------------------------------------------------'

-- Rising Uppercut - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 7       | 27       | 65        | -13        |
'-------------------------------------------------------------------'

-- Electric Sting - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 12      | 37       | 13        | -21        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                  B L A C K  A D A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Heavy Knee - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 6       | 28       | -3        | -15        |
'-------------------------------------------------------------------'

-- Thundering Axekick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 9       | 29       | 10        | -11        |
'-------------------------------------------------------------------'

-- Malicious Dropkick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 12      | 29       | 48        | -7         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                       B L A C K  A D A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                               B L A C K  A D A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Revolving Contact - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Mighty Adam - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                B L A C K  A D A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Fearless - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 13      | 24       | 10        | 0          |
'-------------------------------------------------------------------'

-- Corruption - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.51   | 22      | 31       | 48        | -1         |
'-------------------------------------------------------------------'

-- End Phase - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 17      | 29       | 43        | 3          |
'-------------------------------------------------------------------'

-- Empty Tomb - L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.55   | 16      | 23       | 34        | 5          |
'-------------------------------------------------------------------'

-- Black Nile - b + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 20      | 28       | 53        | -3         |
'-------------------------------------------------------------------'

-- Obelisk - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 11      | 19       | 12        | 1          |
'-------------------------------------------------------------------'

-- Sceptre - M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 16      | 24       | 41        | 2          |
'-------------------------------------------------------------------'

-- Dark Age - M, M, b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 12      | 26       | 84        | -5         |
'-------------------------------------------------------------------'

-- Khem-Adam - f + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.45  | 10      | 29       | 52        | 5          |
'-------------------------------------------------------------------'

-- Nine Bows - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 17      | 31       | 32        | 3          |
'-------------------------------------------------------------------'

-- Ka Servant - b + M, H, u + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 14      | N/A      | 49        | N/A        |
'-------------------------------------------------------------------'

-- Eye of Horus - b + M, H, u + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 12      | N/A      | 11        | N/A        |
'-------------------------------------------------------------------'

-- Might of Aton - b + M, H, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 17      | N/A      | 46        | N/A        |
'-------------------------------------------------------------------'

-- Ra Power - b + M, H, u + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.83  | 10      | N/A      | 9         | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                B L A C K  A D A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Lightning Storm - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 15      | 36       | 16        | -3         |
'-------------------------------------------------------------------'
Black Adam reaches forward with his hands to shock his opponent.  He must be 
very close in order for the move to shock his foe.

-- Lightning Storm - d, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 8.68   | 12      | 44       | 14        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Lightning Storm will cause Black Adam to shock his opponent even 
longer and take twice the amount of damage.  Even though it takes off very 
slightly less damage the move becomes unblockable with meter burn usage.

-- Black Magic - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.85   | 22      | 38       | 10        | -26        |
'-------------------------------------------------------------------'
Black Adam summons a cloud of enemy below his opponent then two bolts of 
electricity strike from nearby clouds that surround the opponent.

-- Black Magic - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.63   | 1       | -4       | 96        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Black Magic creates an additional cloud that strikes the opponent 
with a third bolt that launches the opponent into the air for juggling.

-- Lightning Cage - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 24      | 30       | 24        | -3         |
'-------------------------------------------------------------------'
Black Adam hits the ground underneath him with both his fist and create a 
slight shockwave of electricity that will damage any nearby foe.
 
-- Lightning Cage - d, b, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.00   | 9       | 30       | 72        | 3          |
'-------------------------------------------------------------------'
Meter Burn Lightning Cage will make Black Adam summon a bolt of electricity to 
hit the opponent again and set the opponent up for juggling.

-- Lightning Strike - d, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 10.00  | 25      | 47       | 15        | -13        |
'-------------------------------------------------------------------'
Black Adam creates a black cloud up above him then makes it fire a lightning 
bolt toward his opponent.

-- Lightning Strike - d, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 19.26  | 3       | 27       | 13        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Lightning Strike will make the cloud strike the opponent with 
lightning two more times.

-- Close Boot Stomp (air) - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.00  | 12      | 20       | 2         | -15        |
'-------------------------------------------------------------------'

-- Close Boot Stomp (air) - d, b, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.00  | 2       | 20       | 64        | 9          |
'-------------------------------------------------------------------'

-- Far Boot Stomp (air) - d, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.00  | 17      | 21       | 2         | -15        |
'-------------------------------------------------------------------'

-- Far Boot Stomp (air) - d, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.00  | 2       | 21       | 64        | 9         |
'-------------------------------------------------------------------'
Black Adam dives toward his foe with his feet from the air.  Meter Burn Boot 
Stomp will cause the move to launch the opponent for juggling after the attack 
connects.

-- Lightning Bomb - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 8.00   | 117     | -81       | 177       | 110       |
'-------------------------------------------------------------------'

-- Close Lightning Bomb - d, b, M, b
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 8.00   | 106     | -70       | 166       | 99        |
'-------------------------------------------------------------------'

-- Far Lightning Bomb - d, b, M, f
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 8.00   | 126     | -90       | 186       | 119       |
'-------------------------------------------------------------------'
Black Adam tosses an electric bomb toward the ground.  The bomb will detonate 
after a few seconds and launch the opponent into the air.

_______________________________________________________________________________
SUPER MOVE                                                   B L A C K  A D A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Teth-Adam - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 35.65  | 125     | 37       | 14        | -9         |
'-------------------------------------------------------------------'
Black Adam rushes toward his opponent and hits the opponent a few times.  He 
will eventually grab the opponent then yell "Shazam" and slam the foe into the 
ground shortly before lightning strikes the grounded opponent.  He will finish 
off the move with a falling stomp with both feet.

_______________________________________________________________________________
CHARACTER POWER                                              B L A C K  A D A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Orbs of Seth - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 12.00  | 9       | -421     | 0         | N/A        |
'-------------------------------------------------------------------'

Black Adam summons three electric orbs around him that will hit an opponent if 
the foe is in close range to him.  The orbs will damage but they will not 
stagger the opponent.

_______________________________________________________________________________
STRATEGY INFO                                                B L A C K  A D A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Black Adam Forum on TestYourMight.com
http://www.testyourmight.com/forums/black-adam.367/
             ___        _                                                [DM06]
            / __\ __ _ | |_ __      __ ___   _ __ ___    __ _  _ __  
********** / /   / _` || __|\ \ /\ / // _ \ | '_ ` _ \  / _` || '_ \ **********
          / /___| (_| || |_  \ V  V /| (_) || | | | | || (_| || | | |
********* \____/ \__,_| \__|  \_/\_/  \___/ |_| |_| |_| \__,_||_| |_| *********

First Appearance: Batman #1 (Spring 1940)

_______________________________________________________________________________
BASIC ATTACKS                                                   C A T W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Quick Claw - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 6       | 20       | 15        | -3         |
'-------------------------------------------------------------------'

-- Forward Paw - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 15      | 24       | 8         | -3         |
'-------------------------------------------------------------------'

-- Kashmir Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.85   | 13      | 33       | -4        | -14        |
'-------------------------------------------------------------------'

-- Tabby Tap - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 14      | 18       | 5         | -2         |
'-------------------------------------------------------------------'

-- Balinese Boot - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.00   | 23      | 23       | 60        | 0          |
'-------------------------------------------------------------------'

-- Tail Spin - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 23      | 34       | 68        | -3         |
'-------------------------------------------------------------------'

-- Calico Cut - f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 16      | 14       | 19        | 2          |
'-------------------------------------------------------------------'

-- Pole Cat - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 15      | 24       | 8         | -6         |
'-------------------------------------------------------------------'

-- Siamese Slam - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 13.85  | 23      | 34       | 58        | -1         |
'-------------------------------------------------------------------'

-- Whip Trip - df + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 25      | 42       | 30        | -33        |
'-------------------------------------------------------------------'

-- Sphynx Slice - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 7       | 13       | 12        | 0          |
'-------------------------------------------------------------------'

-- Mad Manx - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 14      | 24       | 68        | -9         |
'-------------------------------------------------------------------'

-- Persian Pounce - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 10      | 27       | 21        | -11        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                     C A T W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Kitty Kicker - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 10       | 5         | 21         |
'-------------------------------------------------------------------'

-- Air Whip - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 11      | 26       | 13        | -8         |
'-------------------------------------------------------------------'

-- Kill Claws - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 10      | 26       | 51        | -4         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                          C A T W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                  C A T W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Siamese Slam - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Tail Spin - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                   C A T W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Plaything - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 15      | 15       | 17        | 0          |
'-------------------------------------------------------------------'

-- Cat Style - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.99   | 14      | 15       | 30        | -15        |
'-------------------------------------------------------------------'

-- Hi Kitty - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 17      | 17       | 11        | -1         |
'-------------------------------------------------------------------'

-- Scratching Post - L, M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 12      | 27       | 25        | -3         |
'-------------------------------------------------------------------'

-- Tomcat - L, f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.16  | 18      | 7        | 43        | 2          |
'-------------------------------------------------------------------'

-- Cat's Eye - L, M, b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 4.51   | 15      | 20       | 33        | -4         |
'-------------------------------------------------------------------'

-- Toying With - f + L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 10      | 19       | 17        | -3         |
'-------------------------------------------------------------------'

-- Ball of Yarn - f + L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.71   | 14      | 23       | 14        | -2         |
'-------------------------------------------------------------------'

-- Kitty Kitty - f + L, L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.00   | 17      | 25       | 49        | -1         |
'-------------------------------------------------------------------'

-- Crafty - b + L, M, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 15      | 18       | 19        | -1         |
'-------------------------------------------------------------------'

-- Scaredy Cat - b + L, M, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 13      | 25       | 75        | -4         |
'-------------------------------------------------------------------'

-- Purrfect - b + L, M, d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.32   | 18      | 12       | 28        | -3         |
'-------------------------------------------------------------------'

-- Whiplash - M, d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 1.90   | 16      | 23       | 13        | 3          |
'-------------------------------------------------------------------'

-- Curious Cat - M, d + M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 18      | 19       | 79        | -5         |
'-------------------------------------------------------------------'

-- You Kitten Me - M d + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 8.12   | 19      | 19       | 40        | -4         |
'-------------------------------------------------------------------'

-- Hellcat - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.10   | 19      | 26       | 55        | 3          |
'-------------------------------------------------------------------'

-- Fur Tail - f + M, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 13      | 30       | 41        | -2         |
'-------------------------------------------------------------------'

-- Whip Cream - f + M, u + H, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.32   | 14      | 35       | 59        | -18        |
'-------------------------------------------------------------------'

-- Hissing - f + M, d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.85   | 13      | 24       | 43        | -8         |
'-------------------------------------------------------------------'

-- Pick Pocket - f + M, d + H, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 18      | 23       | 82        | -5         |
'-------------------------------------------------------------------'

-- Wildcat - H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 23      | 20       | 12        | 1          |
'-------------------------------------------------------------------'

-- Safecracker - H, H, b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 2.57   | 18      | 27       | 61        | -3         |
'-------------------------------------------------------------------'

-- Kitty-Cornered - H, H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.29   | 20      | 29       | 33        | -6         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                   C A T W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Cat Claws - b, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.71   | 16      | 30       | 57        | -14        |
'-------------------------------------------------------------------'
Catwoman strikes forward with both of her claws.  If she hits her opponent she 
will perform two upward claw strikes to knock the opponent away from her.  

-- Cat Claws - b, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.16   | 2       | 14       | 49        | -17        |
'-------------------------------------------------------------------'
Meter Burn Cat Claws will make Catwoman immediately perform two overhead claw 
strikes after the uppercut to bounce the opponent off the ground for extra 
juggling.

-- Cat Dash - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.00   | 16      | 26       | 71        | -14        |
'-------------------------------------------------------------------'
Catwoman lunges toward her opponent with her claws and strikes the opponent 
then the foe falls to the ground slowly.

-- Cat Dash - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.28   | 4       | 21       | 73        | -11        |
'-------------------------------------------------------------------'
Meter Burn will make Catwoman perform an extra strike after the first.

-- Straight Whip - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 10.00  | 19      | 29       | 51        | -3         |
'-------------------------------------------------------------------'
Catwoman snaps her whip forward.  This will knock an opponent back and down to 
the ground.

-- Up Whip - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 10.00  | 15      | 24       | 52        | 2          |
'-------------------------------------------------------------------'
Catwoman strikes her whip diagonally upward in front of her.  This will knock 
down any airborne opponent.

-- High Feline Evade - d, b, M 
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 3       | 10       | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Low Feline Evade - d, b, M, u
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 1       | 10       | N/A       | N/A        |
'-------------------------------------------------------------------'
Catwoman leans back to dodge an attack depending on which evade is performed. 
Evading will add one scratch to her character power for extra attacks.

-- Cat Stance - d, d, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 14       | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Cartwheel - L (during cat stance)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.80   | 13      | 12       | 71        | -3         |
'-------------------------------------------------------------------'

-- Up Whip - M (during cat stance)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 10      | 33       | 52        | -8         |
'-------------------------------------------------------------------'

-- Pounce - H (during cat stance)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 13.00  | 9       | 25       | 17        | -5         |
'-------------------------------------------------------------------'
Catwoman kneels down and puts one hand on the ground while in cat stance.  From 
cat stance, she can perform a cartwheel, whip upwards or perform a pounce 
toward her opponent to scratch her foe.

_______________________________________________________________________________
SUPER MOVE                                                      C A T W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Nine Lives - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 33.75  | 137     | 54       | 137       | -19        |
'-------------------------------------------------------------------' 
Catwoman hits her opponent a few times then knocks her foe into the air.  She 
slams her foe to the ground with her whip and leaps on the opponent when they 
get up then claws their face.

_______________________________________________________________________________
CHARACTER POWER                                                 C A T W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Cat Scratch - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 23.21  | 17      | 28       | -51       | -61        |
'-------------------------------------------------------------------'
Catwoman can perform a full five hit combo by tapping the S button when she has 
five scratches.  Scratches are given to Catwoman randomly when she attacks her 
opponent and they increase in chance of her receiving them as she gets more.  
She can gain a scratch instantly by performing a successful evade.  Scatches 
are displayed next to Catwoman's super meter and she can only hold five at a 
time.

_______________________________________________________________________________
STRATEGY INFO                                                   C A T W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Catwoman Forum on TestYourMight.com
http://www.testyourmight.com/forums/catwoman.313/

                       ___        _                                      [DM07]
                      / __\_   _ | |__    ___   _ __  __ _ 
******************** / /  | | | || '_ \  / _ \ | '__|/ _` | *******************
                    / /___| |_| || |_) || (_) || |  | (_| |
******************* \____/ \__, ||_.__/  \___/ |_|   \__, | *******************
                           |___/                     |___/

First Appearance: DC Comics Presents #26 (October 1980)

_______________________________________________________________________________
BASIC ATTACKS                                                       C Y B O R G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Micro Chip - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 6       | 15       | 7         | -8         |
'-------------------------------------------------------------------'

-- Power Knee - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 8       | 30       | -2        | -4         |
'-------------------------------------------------------------------'

-- Jaw Smash - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 12      | 26       | 13        | 7          |
'-------------------------------------------------------------------'

-- Cross Swipe - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 11      | 23       | 13        | -3         |
'-------------------------------------------------------------------'

-- Drone Kick - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 16      | 27       | -6        | -13        |
'-------------------------------------------------------------------'

-- Left Field - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 29      | 29       | 74        | 5          |
'-------------------------------------------------------------------'

-- Cyber Kick - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 12      | 32       | 3         | -7         |
'-------------------------------------------------------------------'

-- Touchdown - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 29      | 27       | 77        | 6          |
'-------------------------------------------------------------------'

-- Quick Jab - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 7       | 12       | 14        | 1          |
'-------------------------------------------------------------------'

-- Rising Fist - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 7       | 27       | 65        | -13        |
'-------------------------------------------------------------------'

-- Cyber Trip - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 12      | 33       | 29        | -18        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                         C Y B O R G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Knee Drop - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 22       | 4         | -8         |
'-------------------------------------------------------------------'

-- Photon Kick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 7       | 20       | 17        | -4         |
'-------------------------------------------------------------------'

-- Multiprocessor Slam - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 10      | 22       | 55        | 0          |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                              C Y B O R G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                      C Y B O R G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Touchdown - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Left Field - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                       C Y B O R G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Android - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 5       | 15       | 20        | 0          |
'-------------------------------------------------------------------'

-- Humanity - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.12   | 25      | 13       | 58        | 18         |
'-------------------------------------------------------------------'

-- Comeback - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 14      | 39       | 27        | -7         |
'-------------------------------------------------------------------'

-- Chrome Plated - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.85   | 11      | 24       | 0         | -1         |
'-------------------------------------------------------------------'

-- Man Within - L, M, b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 14      | 19       | 5         | -2         |
'-------------------------------------------------------------------'

-- Solid Metal - b + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 17      | 28       | 4         | -2         |
'-------------------------------------------------------------------'

-- Blowout - b + L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 14      | 34       | 56        | 0          |
'-------------------------------------------------------------------'

-- Sideline - f + M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 15      | 20       | 49        | 3          |
'-------------------------------------------------------------------'

-- Lost Faith - b + M, H, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.22   | 10      | 24       | 18        | -7         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                       C Y B O R G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Nova Blaster - b, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 11      | -161     | 0         | -21        |
'-------------------------------------------------------------------'

-- Nova Blaster - b, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 12      | -175     | 14        | 12         |
'-------------------------------------------------------------------'

-- Nova Blaster (air) - b, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 9       | -165     | 4         | 2          |
'-------------------------------------------------------------------'

-- Nova Blaster (air) - b, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 15.60  | 16      | -159     | 14        | 9          |
'-------------------------------------------------------------------'
Cyborg fires a forward shot from his arm cannon while on the ground or in the 
air.  Meter Burn Nova Blast will make Cyborg fire a shot diagonally upward into 
the air while on the ground and he will fire a shot diagonally downward while 
in the air.

-- Power Fist - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 12.00  | 13      | 27       | 46        | -14        |
'-------------------------------------------------------------------'
Cyborg uppercuts forward with his arm to stop airborne attacks.

-- Power Fist - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.40   | 17      | 12       | 77        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Power Fist will make Cyborg perform an additional disruptor attack 
after the uppercut.

-- Techno Tackle - d, b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 9.00   | 16      | 50       | 4         | N/A        |
'-------------------------------------------------------------------'
Cyborg lunges forward and tackles his opponent.

-- Techno Tackle - d, b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 14.00  | 0       | 82       | -82       | N/A        |
'-------------------------------------------------------------------'
Meter Burn Techno Tackle will make Cyborg shoot the opponent in the face with 
his arm cannon following the tackle.

-- Sonic Disruptor - d, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 18      | 29       | 43        | 3          |
'-------------------------------------------------------------------'

-- Up Sonic Disruptor - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 19      | 28       | 54        | 4          |
'-------------------------------------------------------------------'
Cyborg fires out a disruptor blast that knocks his opponent away from him. 
Holding down M will delay the Sonic Disruptor for both moves and holding M and 
tapping down twice will cancel both moves.

-- Target Acquired - d, d, H
-- Close Target Acquired - d, d, H, b
-- Far Target Acquired - d, d, H, f
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 110     | -66      | 166       | 99         |
'-------------------------------------------------------------------'
Cyborg targets the ground with a laser then fire out two rockets from his back. 
The rockets hit the targeted area and make an explosion that will damage an 
opponent near the blast.  Holding the H button will delay all Target Acquired 
moves.

-- Forward Grapple - d, uf
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 76       | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Back Grapple - d, ub
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 76       | N/A       | N/A        |
'-------------------------------------------------------------------'
Cyborg grapples the top portion of the screen and raises himself up into the 
air a great distance.  He can grapple forward or backward while moving 
diagonally upward.

_______________________________________________________________________________
SUPER MOVE                                                          C Y B O R G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Target Lock - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 34.70  | 120     | 45       | 16        | -18        |
'-------------------------------------------------------------------'
Cyborg forms a large arm and smacks his opponent to stun the foe then he forms 
a big cannon and blasts the opponent with a large energy beam.

_______________________________________________________________________________
CHARACTER POWER                                                     C Y B O R G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Repair Circuit - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 65       | N/A       | N/A        |
'-------------------------------------------------------------------'
Cyborg pounds his fists together and stands in place with a red aura around 
him. This will recharge his health very slightly for a few seconds.  Continue 
to hold the S button to recharge health until Cyborg's power runs out.  This 
move can be canceled by performing a special attack or by dashing backwards or 
forwards.

_______________________________________________________________________________
STRATEGY INFO                                                       C Y B O R G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Cyborg Forum on TestYourMight.com
http://www.testyourmight.com/forums/cyborg.311/

           ___              _    _           _                _          [DM08]
          /   \ ___   __ _ | |_ | |__   ___ | |_  _ __  ___  | | __ ___ 
******** / /\ // _ \ / _` || __|| '_ \ / __|| __|| '__|/ _ \ | |/ // _ \ ******
        / /_//|  __/| (_| || |_ | | | |\__ \| |_ | |  | (_) ||   <|  __/
****** /___,'  \___| \__,_| \__||_| |_||___/ \__||_|   \___/ |_|\_\\___| ******

First Appearance: New Teen Titans (vol. 1) #2 (December 1980)

_______________________________________________________________________________
BASIC ATTACKS                                             D E A T H S T R O K E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Non-Lethal - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 8       | 13       | 23        | -1         |
'-------------------------------------------------------------------'

-- Target Kick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 11      | 26       | 2         | -10        |
'-------------------------------------------------------------------'

-- Slicing Moon - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 14      | 22       | 7         | 4          |
'-------------------------------------------------------------------'

-- Spinning Kick - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 15      | 28       | 7         | -6         |
'-------------------------------------------------------------------'

-- Rifle Butt - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 3.00   | 13      | 24       | 12        | -5         |
'-------------------------------------------------------------------'

-- Piercing Sun - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 31      | 24       | 79        | 10         |
'-------------------------------------------------------------------'

-- Assassin's Fist - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 7       | 23       | 8         | -8         |
'-------------------------------------------------------------------'

-- Flying Axe - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 26      | 22       | 71        | 10         |
'-------------------------------------------------------------------'

-- Toe Kick - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 7       | 17       | 6         | -3         |
'-------------------------------------------------------------------'

-- Spinning Hook - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 12      | 15       | 76        | -1         |
'-------------------------------------------------------------------'

-- Sweep Kick - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 15      | 27       | 35        | -12        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                               D E A T H S T R O K E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Double Knee - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 17       | 2         | -10        |
'-------------------------------------------------------------------'

-- Double Kick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 9       | 24       | 15        | -6         |
'-------------------------------------------------------------------'

-- Razor's Edge - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 9       | 24       | 53        | -2         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                    D E A T H S T R O K E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                            D E A T H S T R O K E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Flying Axe - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Piercing Sun - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                             D E A T H S T R O K E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Carbine - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 8       | 27       | 9         | -2         |
'-------------------------------------------------------------------'

-- Terminator - L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 19      | 30       | 44        | -11        |
'-------------------------------------------------------------------'

-- High Noon - L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 12      | 43       | -21       | -24        |
'-------------------------------------------------------------------'

-- Human Hunting - L, H, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 18      | 19       | 66        | 0          |
'-------------------------------------------------------------------'

-- Contract Killer - b + L, u + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 20      | 26       | 77        | -4         |
'-------------------------------------------------------------------'

-- Never Saw It - b + L, d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 8.55   | 17      | 43       | 17        | -23        |
'-------------------------------------------------------------------'

-- Tango Down - M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 11      | 28       | 33        | -2         |
'-------------------------------------------------------------------'

-- Silent Approach - M, H, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 6.32   | 16      | 30       | 46        | -2         |
'-------------------------------------------------------------------'

-- Search and Destroy - f + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 15      | 26       | 57        | 9          |
'-------------------------------------------------------------------'

-- Retractable Stock - b + M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 11      | 31       | 4         | -6         |
'-------------------------------------------------------------------'

-- Identity Crisis - b + M, M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 15      | 43       | 38        | -8         |
'-------------------------------------------------------------------'

-- Checkmate - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 16      | 36       | 30        | -3         |
'-------------------------------------------------------------------'

-- Slade Way - b + M, H, f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 16      | 35       | 23        | -22        |
'-------------------------------------------------------------------'

-- Cold Steel - H, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 13      | 31       | 49        | -6         |
'-------------------------------------------------------------------'

-- Diamond Blade - H, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 15      | 26       | 65        | -1         |
'-------------------------------------------------------------------'

-- Kill Confirmed - H, M, H, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.57   | 10      | 33       | 44        | -7         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                             D E A T H S T R O K E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Quick Fire - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 5.85   | 10      | -164     | -2        | -25        |
'-------------------------------------------------------------------'
Deathstroke fires both of his pistols forward twice.

-- Quick Fire - d, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 13.57  | 8       | -164     | -18       | -47        |
'-------------------------------------------------------------------'
Meter Burn Quick Fire will make Deathstroke perform four more shots.

-- Low Shots - b, d, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.85   | 14      | -169     | -11       | -23        |
'-------------------------------------------------------------------'
Deathstroke ducks and fires both of his pistols forward twice.

-- Low Shots - b, d, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 8.56   | 12      | -167     | -2        | -27        |
'-------------------------------------------------------------------'
Meter Burn Low Shots will make Deathstroke perform two more shots.

-- Machine Gun - d, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 13.57  | 22      | -161     | -28       | -35        |
'-------------------------------------------------------------------'
Deathstroke takes out his machine gun and fires it forward.

-- Machine Gun - d, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.75   | 10      | -130     | -12       | -26        |
'-------------------------------------------------------------------'
Meter Burn Machine Gun will make Deathstroke launch a grenade after the machine 
gun shots.

-- Upward Machine Gun - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 13.57  | 22      | -161     | -28       | -35        |
'-------------------------------------------------------------------'
Deathstroke takes out his machine gun and fires shots diagonally upward into 
the air.

-- Upward Machine Gun - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.75   | 10      | -130     | 12        | -26        |
'-------------------------------------------------------------------'
Meter Burn Upward Machine Gun will make Deathstroke launch a grenade after the 
machine gun shots.

-- Sword Spin - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.75   | 7       | 29       | -13       | -21        |
'-------------------------------------------------------------------'
Deathstroke spins in place with his sword and hits the opponent twice if they 
are in range.  

-- Sword Spin - d, b, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 13      | 29       | 58        | -12        |
'-------------------------------------------------------------------'

-- Sword Spin - d, b, H (MB) + d
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 10      | 47       | 23        | -29        |
'-------------------------------------------------------------------'
Meter Burn Sword Spin will make Deathstroke perform an extra overhead slice 
after the spin.  If you tap down after pressing the Meter Burn button, 
Deathstroke will perform a low slice instead of an overhead slice.

-- Quick Fire (air) - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 5.85   | 11      | -157     | -10       | -33        |
'-------------------------------------------------------------------'
Deathstroke takes out his handguns and fires two shots forward while in the 
air.  This move cannot take advantage of Meter Burn like his ground version.

-- Sword Flip - d, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.51   | 8       | 32       | 13        | -21        |
'-------------------------------------------------------------------'
Deathstroke leaps toward his opponent and spins while holding out his sword 
then performs a downward strike before landing.

_______________________________________________________________________________
SUPER MOVE                                                D E A T H S T R O K E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Eye For an Eye - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 37.55  | 117     | 39       | 27        | -25        |
'-------------------------------------------------------------------'
Deathstroke slices his opponent and then tosses his blade into the air.  He 
moves in close and fires two shots at his opponent with his pistols then leaps 
into the air and kicks his sword down at his opponent.  He will land and hit 
the opponent with fire from dual machine guns afterwards.

_______________________________________________________________________________
CHARACTER POWER                                           D E A T H S T R O K E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Enhanced Reflexes - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 85       | N/A       | N/A        |
'-------------------------------------------------------------------'
Deathstroke's gun attacks become unblockable while this enhancement is 
activated.  While it is cooling down, all of his gun attacks will miss his 
opponent however.

_______________________________________________________________________________
STRATEGY INFO                                             D E A T H S T R O K E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Deathstroke Forum on TestYourMight.com
http://www.testyourmight.com/forums/deathstroke.327/
               ___                                   _                   [DM09]
              /   \ ___    ___   _ __ ___   ___   __| |  __ _  _   _ 
************ / /\ // _ \  / _ \ | '_ ` _ \ / __| / _` | / _` || | | | *********
            / /_//| (_) || (_) || | | | | |\__ \| (_| || (_| || |_| |
********** /___,'  \___/  \___/ |_| |_| |_||___/ \__,_| \__,_| \__, | *********
                                                               |___/
First Appearance: Superman: The Man of Steel #18 (Nov. 1992)

_______________________________________________________________________________
BASIC ATTACKS                                                   D O O M S D A Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Smashing Blow - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 10      | 14       | 4         | 0          |
'-------------------------------------------------------------------'

-- Angry Swipe - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 14      | 23       | 11        | -4         |
'-------------------------------------------------------------------'

-- Geyser Lift - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 14      | 25       | 59        | 7          |
'-------------------------------------------------------------------'

-- Hammering Fist - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 23      | 16       | 12        | 2          |
'-------------------------------------------------------------------'

-- Heavy Stone - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 24      | 15       | 46        | 1          |
'-------------------------------------------------------------------'

-- Crushing Strike - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 30      | 21       | 83        | 11         |
'-------------------------------------------------------------------'

-- Brute Force - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 21      | 38       | 0         | -12        |
'-------------------------------------------------------------------'

-- Megaton - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 31      | 22       | 80        | 11         |
'-------------------------------------------------------------------'

-- Low Fist - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 7       | 16       | 7         | -2         |
'-------------------------------------------------------------------'

-- Upward Strike - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 11      | 17       | 72        | -5         |
'-------------------------------------------------------------------'

-- Sweeping Hook - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 11      | 24       | 39        | -8         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                     D O O M S D A Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Heavy Hitter - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 6       | 26       | 0         | -12        |
'-------------------------------------------------------------------'

-- Powerdriver - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 5       | 19       | 13        | 25         |
'-------------------------------------------------------------------'

-- Earth Shattering - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 9       | 22       | 51        | -4         |
'-------------------------------------------------------------------'

-- Falling Brimstone - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.00   | 7       | 17       | 10        | -8         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                          D O O M S D A Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                  D O O M S D A Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Megaton - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Crushing Strike - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                   D O O M S D A Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Complete Destruction - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 14      | 31       | 2         | -14        |
'-------------------------------------------------------------------'

-- Hunter - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 15      | 31       | 23        | 3          |
'-------------------------------------------------------------------'

-- Worlds Collide - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 15      | 23       | 8         | -8         |
'-------------------------------------------------------------------'

-- Reign Supreme - L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.12   | 20      | 28       | 57        | 2          |
'-------------------------------------------------------------------'

-- Prehistoric Kryptonian - b + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 20      | 26       | 37        | 7          |
'-------------------------------------------------------------------'

-- Crisis - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 17      | 38       | 17        | -22        |
'-------------------------------------------------------------------'

-- The Ultimate - M, M, L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 9.03   | 24      | 35       | 8         | -1         |
'-------------------------------------------------------------------'

-- Agony - M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 14      | 32       | 1         | -4         |
'-------------------------------------------------------------------'

-- Infinite Power - M, H, d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 20      | 37       | 51        | -23        |
'-------------------------------------------------------------------'

-- Alpha-Omega - f + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 20      | 27       | 53        | -13        |
'-------------------------------------------------------------------'

-- Ravage - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 2.85   | 13      | 22       | 43        | -8         |
'-------------------------------------------------------------------'

-- Countless Deaths - b + M, H, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.98   | 10      | 29       | 51        | 3          |
'-------------------------------------------------------------------'

-- The Destroyer - H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.65   | 31      | 22       | 56        | 10         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                   D O O M S D A Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Air Snatch - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 11.00  | 6       | 27       | 42        | N/A        |
'-------------------------------------------------------------------'
Doomsday snatches his opponent out of the air and breaks them over his back. 

-- Air Snatch - d, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 8.00   | 0       | 103      | -103      | N/A        |
'-------------------------------------------------------------------'
Meter Burn Air Snatch makes Doomsday toss the opponent into the air afterward 
so that they land on his spiky back.

-- Venom - d, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 15      | 20       | 50        | -9         |
'-------------------------------------------------------------------'
Doomsday rams forward with his shoulder spikes outward.

-- Venom - d, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.00  | 14      | 20       | 44        | 6          |
'-------------------------------------------------------------------'
Meter Burn Venom will make Doomsday ram a second time.  Both rams can hit an 
opponent for a two hit combo.

-- Upward Venom - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 13      | 41       | 35        | -35        |
'-------------------------------------------------------------------'
Doomsday performs a diagonally upward ram.

-- Upward Venom - d, b, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.60   | 11      | 65       | 17        | -57        |
'-------------------------------------------------------------------'
Meter Burn Upward Venom will make Doomsday kick his opponent down to the ground 
after the ram.

-- Earth Shake - d, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 11.90  | 18      | 26       | 12        | -9         |
'-------------------------------------------------------------------'
Doomsday smacks the ground with one of his fists and creates a shockwave.  Both 
the ground pound and the shockwave can hit from close range for a two hit 
combo.  From long range, the shockwave does not take off much by itself.

-- Earth Shake - d, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 10.00  | 16      | 31       | 72        | 1          |
'-------------------------------------------------------------------'
Meter Burn Earth Shake will make Doomsday perform the attack with two arms and 
make the shockwave bigger and more damaging, but Doomsday cannot hit the 
opponent from close range with his arm anymore.  The normal Earth Shake from 
close range takes more than meter burn from long range.

-- Supernova - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 10.95  | 15      | 53       | -26       | N/A        |
'-------------------------------------------------------------------'
Doomsday leaps high into the air and falls with a downward elbow spike attack. 
Both him rising and falling can hit the opponent.

-- Supernova - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 9.00   | 11      | 53       | 10        | N/A        |
'-------------------------------------------------------------------'
With Meter Burn Supernova, Doomsday autolocks onto his foe and automatically 
falls on them no matter their range.

_______________________________________________________________________________
SUPER MOVE                                                      D O O M S D A Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Mass Destruction - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 34.00  | 111     | 47       | 14        | -15        |
'-------------------------------------------------------------------'
Doomsday grabs his opponent then slams them into the ground and pummels them 
all the way to the ocean floor on the other side of the planet.  He will pummel 
them all the way back to the arena afterwards and then slam them into the 
ground.

_______________________________________________________________________________
CHARACTER POWER                                                 D O O M S D A Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Doom to All - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 56       | N/A       | N/A        |
'-------------------------------------------------------------------'
Doomsday encases himself in an extra coating of rock armor for a few seconds.  
He cannot be knocked down or launched into the air while he has this armor.

_______________________________________________________________________________
STRATEGY INFO                                                   D O O M S D A Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Doomsday Forum on TestYourMight.com
http://www.testyourmight.com/forums/doomsday.347/

               _____  _               ___  _              _              [DM10]
              /__   \| |__    ___    / __\| |  __ _  ___ | |__  
*************** / /\/| '_ \  / _ \  / _\  | | / _` |/ __|| '_ \ ***************
               / /   | | | ||  __/ / /    | || (_| |\__ \| | | |
************** \/    |_| |_| \___| \/     |_| \__,_||___/|_| |_| **************

First Appearance: [Jay Garrick] Flash Comics #1 (January 1940)
                  [Barry Allen] Showcase #4 (Oct. 1956)

_______________________________________________________________________________
BASIC ATTACKS                                                  T H E  F L A S H
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Fast Punch - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 8       | 15       | 5         | 1          |
'-------------------------------------------------------------------'

-- Lightning Jabs - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.85   | 9       | 16       | 9         | -8         |
'-------------------------------------------------------------------'

-- Dashing Elbow - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 14      | 21       | 6         | -6         |
'-------------------------------------------------------------------'

-- Side Chop - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 15      | 16       | 15        | 4          |
'-------------------------------------------------------------------'

-- Power Kick - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 12.45  | 29      | 21       | 83        | -6         |
'-------------------------------------------------------------------'

-- Spinning Backhand - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 16      | 26       | 0         | -2         |
'-------------------------------------------------------------------'

-- Flashy Kick - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 30      | 23       | 80        | 9          |
'-------------------------------------------------------------------'

-- Quick Kick - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 7       | 15       | 4         | 0          |
'-------------------------------------------------------------------'

-- Boots Up - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 12      | 14       | 22        | 0          |
'-------------------------------------------------------------------'

-- Trip Kick - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 11      | 28       | 35        | -12        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                    T H E  F L A S H
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Straight Kick - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 22       | 4         | -8         |
'-------------------------------------------------------------------'

-- Air Race - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.57   | 7       | 17       | 9         | -4         |
'-------------------------------------------------------------------'

-- Double Fist - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 11      | 15       | 11        | 11         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                         T H E  F L A S H
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                 T H E  F L A S H
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Flashy Kick - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Power Kick - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                  T H E  F L A S H
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Speed Force - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 3       | 10       | 25        | 5          |
'-------------------------------------------------------------------'

-- Greased Lightning - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 13      | 21       | 15        | 0          |
'-------------------------------------------------------------------'

-- Hot Pursuit - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.32   | 15      | 32       | 16        | -11        |
'-------------------------------------------------------------------'

-- In a Jiff - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.55   | 7       | 12       | 7         | -9         |
'-------------------------------------------------------------------'

-- Light Speed - L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.29   | 9       | 22       | 3         | -8         |
'-------------------------------------------------------------------'

-- Terminal Velocity - M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 10      | 13       | 17        | 0          |
'-------------------------------------------------------------------'

-- Quick Step - d + L, d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 4.75   | 8       | 16       | 23        | 0          |
'-------------------------------------------------------------------'

-- Natural Disasters - d + L, d + M, d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 4.51   | 13      | 23       | 41        | -10        |
'-------------------------------------------------------------------'

-- On the Double - b + M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 9       | 21       | 9         | 3          |
'-------------------------------------------------------------------'

-- Roller Coaster - b + M, M, f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.81   | 17      | 24       | 41        | -6         |
'-------------------------------------------------------------------'

-- Bolt of Lightning - H, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.76   | 5       | 21       | 37        | -22        |
'-------------------------------------------------------------------'

-- Forced Acceleration - f + M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.23   | 5       | 23       | -4        | -24        |
'-------------------------------------------------------------------'

-- Fastest Man Alive - f + M, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.70   | 16      | 20       | 50        | 10         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                  T H E  F L A S H
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Speed Dodge - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 42       | N/A       | N/A        |
'-------------------------------------------------------------------'
Flash stretches out his arms and phases in and out of the Speed Zone.  While he 
does this, many projectiles and normal attacks will pass through him without 
taking damage from him.

-- Speed Dodge - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.00  | 12      | 36       | 48        | -2         |
'-------------------------------------------------------------------'
Meter Burn Speed Dodge will cause Flash to send out a wave of sonic force that 
will damage his opponent if the foe is in close range afterwards.

-- Lightning Charge - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 11      | 28       | 45        | -21        |
'-------------------------------------------------------------------'
Flash lunges forward and rams his opponent with both of his fists.

-- Lightning Charge - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.80   | 7       | 25       | 59        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Lightning Charge will cause Flash to perform an upward diagonal 
uppercut afterwards to cause further damage.

-- Lightning Kick - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.00  | 14      | 15       | 15        | 5          |
'-------------------------------------------------------------------'
Flash performs a fast close range kick to the mid-section.  This move can be 
charged for a while by holding the button.  While it is being charged a player 
can dash forwards or backwards to cancel the move.

-- Lightning Kick - d, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.92   | 12      | 35       | 35        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Lightning Kick will cause Flash to kick three more times after the 
first kick.

-- Sonic Pound - d, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.00  | 25      | 19       | 24        | -1         |
'-------------------------------------------------------------------'

-- Sonic Pound - d, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   |  7.00  | 7       | 18       | 69        | 11         |
'-------------------------------------------------------------------'

-- Close Sonic Pound - d, f, H, b
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.00  | 15      | 19       | -26       | -31        |
'-------------------------------------------------------------------'

-- Close Sonic Pound - d, f, H, b (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   |  7.00  | 7       | 18       | 69        | 11         |
'-------------------------------------------------------------------'

-- Far Sonic Pound - d, f, H, f
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.00  | 15      | 19       | -26       | -31        |
'-------------------------------------------------------------------'

-- Far Sonic Pound - d, f, H, f
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   |  7.00  | 7       | 18       | 69        | 11         |
'-------------------------------------------------------------------'
Flash leaps into the air then performs a ground pound as he lands.  The range 
of this can be controlled slightly by pressing back or forward after the move. 
Meter Burn Sonic Pound will make the move take less damage, but the opponent 
will be launched into the air for juggling.

-- Flying Uppercut - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 6       | 30       | 58        | -17        |
'-------------------------------------------------------------------'
Flash perform a diagonal upward punch into the air.  This is basically the 
Meter Burn portion of his Lighting Charge move.

-- Running Man Stance - d, d, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 17       | N/A       | N/A        |
'-------------------------------------------------------------------'
Flash will kneel down and charge a dash and eventually dash forward with an 
upward punch into the air followed by a downward punch.  Flash can also perform 
the attacks listed below.

-- Lightning Charge - f + L (from running man stance)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 6       | 28       | 45        | -21        |
'-------------------------------------------------------------------'

-- Sonic Pound - f + M (from running man stance)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.80  | 7       | 24       | 35        | -34        |
'-------------------------------------------------------------------'

-- Charging Slide - f + H (from running man stance)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 8       | 22       | 23        | -17        |
'-------------------------------------------------------------------'

-- Cancel - b, b (from running man stance)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | ?       | ?        | N/A       | N/A        |
'-------------------------------------------------------------------'
While running flash can perform a flying punch with both hands, an upward punch 
and downward punch or a slide.  Running Man stance can be cancelled by tapping 
back twice also.

_______________________________________________________________________________
SUPER MOVE                                                     T H E  F L A S H
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Speed Zone - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 38.50  | 163     | 42       | 14        | -15        |
'-------------------------------------------------------------------'
Flash rushes into the opponent to stun them then he travels all the way around 
the world and performs an uppercut from the other side then leaps into the air 
and spikes his foe back down to the ground.

_______________________________________________________________________________
CHARACTER POWER                                                T H E  F L A S H
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Time Loop - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 21       | N/A       | N/A        |
'-------------------------------------------------------------------'
Flash moves so fast that his opponent will appear to move slow when Time Loop 
is activated.  The opponent can only fight back in slow motion allowing Flash 
to perform combos that were otherwise too slow to connect.  If the opponent 
hits Flash during Time Loop, the power will automatically end.

_______________________________________________________________________________
STRATEGY INFO                                                  T H E  F L A S H
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Flash Forum on TestYourMight.com
http://www.testyourmight.com/forums/flash.236/

           ___                             _                             [DM11]
          / _ \ _ __  ___   ___  _ __     /_\   _ __  _ __  ___ __      __
******** / /_\/| '__|/ _ \ / _ \| '_ \   //_\\ | '__|| '__|/ _ \\ \ /\ / / ****
        / /_\\ | |  |  __/|  __/| | | | /  _  \| |   | |  | (_) |\ V  V / 
******* \____/ |_|   \___| \___||_| |_| \_/ \_/|_|   |_|   \___/  \_/\_/ ******

First Appearance: More Fun Comics #73 (November 1941)

_______________________________________________________________________________
BASIC ATTACKS                                              G R E E N  A R R O W
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Outlander - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 8       | 14       | 22        | 2          |
'-------------------------------------------------------------------'

-- Bow Poke - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 10      | 21       | 8         | -4         |
'-------------------------------------------------------------------'

-- Bow Slice - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 15      | 29       | 6         | -4         |
'-------------------------------------------------------------------'

-- Longbow - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 16      | 20       | 8         | -4         |
'-------------------------------------------------------------------'

-- Quick Slash - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 15      | 31       | 14        | -16        |
'-------------------------------------------------------------------'

-- Satisfaction - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 28      | 27       | 79        | 6          |
'-------------------------------------------------------------------'

-- Money Shot - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 13      | 17       | 21        | -1         |
'-------------------------------------------------------------------'

-- Canary's Kiss - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 28      | 28       | 67        | 6          |
'-------------------------------------------------------------------'

-- Bow Jab - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 7       | 18       | 8         | -2         |
'-------------------------------------------------------------------'

-- Rising Bow - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 14      | 27       | 69        | -17        |
'-------------------------------------------------------------------'

-- Sweep Kick - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 19      | 23       | 39        | -9         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                G R E E N  A R R O W
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Slicing Bow - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 6       | 24       | 2         | -10        |
'-------------------------------------------------------------------'

-- Anchor Point - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 11      | 24       | 15        | -6         |
'-------------------------------------------------------------------'

-- Spinning Release - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 10      | 24       | 53        | -2         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                     G R E E N  A R R O W
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                             G R E E N  A R R O W
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Canary's Kiss - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Satisfaction - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                              G R E E N  A R R O W
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Minus Ten - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 11      | 15       | 21        | 1          |
'-------------------------------------------------------------------'

-- More Fun - L, L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 16      | 36       | 0         | -1         |
'-------------------------------------------------------------------'

-- Thrill Seeker - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 20      | 26       | 64        | -1         |
'-------------------------------------------------------------------'

-- Final Shot - b + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.65   | 13      | 19       | 47        | 15         |
'-------------------------------------------------------------------'

-- Quiver - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 12      | 25       | 7         | -4         |
'-------------------------------------------------------------------'

-- Night Ranger - M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 18      | 33       | 29        | 2          |
'-------------------------------------------------------------------'

-- Light It Up - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.55   | 13      | 20       | 54        | 15         |
'-------------------------------------------------------------------'

-- Longbow Hunter - f + M, d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.85   | 10      | 36       | 0         | -10        |
'-------------------------------------------------------------------'

-- Queen's Gambit - f + M, d + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.51   | 17      | 32       | 62        | 1          |
'-------------------------------------------------------------------'

-- Beast Slayer - H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.36   | 18      | 38       | 11        | -21        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                              G R E E N  A R R O W
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Sky Alert - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.00  | 17      | 27       | 4         | -19        |
'-------------------------------------------------------------------'
Green Arrow shoots two arrows above his head to hit airborne foes that jump 
into him.

-- Sky Alert - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 26.00  | 5       | 28       | 27        | -20        |
'-------------------------------------------------------------------'
Meter Burn Sky Alert will make Green Arrow shoot a total of four arrows at 
once.

-- Dead On (air) - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 10.00  | 15      | -180     | 21        | -2         |
'-------------------------------------------------------------------'
While in the air, Green Arrow fires two arrows below him.

-- Dead On (air) - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 22.00  | 3       | -180     | 21        | -2         |
'-------------------------------------------------------------------'
Meter Burn Dead On will make Green Arrow shoot a total of four arrows below 
him.

-- Savage Blast - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 23      | 7        | 51        | 4          |
'-------------------------------------------------------------------'
Green Arrow retreats while hopping backwards then fires an explosive arrow 
toward the ground.

-- Savage Blast - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 13.65  | 6       | 17       | 25        | -27        |
'-------------------------------------------------------------------'
Meter Burn Savage Blast will make Green Arrow fire an extra explosive arrow 
further in front of him past the first arrow.  The second arrow can juggle the 
opponent after the first arrow explosion.

-- Stinger - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 18      | 20       | 28        | -25        |
'-------------------------------------------------------------------'
Green Arrow slides and rams his opponent.

-- Stinger - b, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 7.60   | 22      | -170     | 51        | N/A        |
'-------------------------------------------------------------------'
Meter Burn will make Green Arrow fire out an arrow toward the opponent while 
the opponent falls back.

-- Up Haven Blast - d, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 7.00   | 31      | 7        | 70        | 23         |
'-------------------------------------------------------------------'
Green arrow fires an explosive arrow that explodes in the air in front of him.

-- Up Haven Blast - d, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 13.65  | 11      | 0        | 63        | 5          |
'-------------------------------------------------------------------'
Meter Burn Up Haven Blast will make Green Arrow fire an additional explosive 
arrow further away from the first arrow explosion.

-- Hurricane Bow - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.86   | 15      | 21       | -16       | -38        |
'-------------------------------------------------------------------'
Green Arrow steps forward and spins his bow to hit his foe.  If the hits are 
successful, Green Arrow will slap the opponent with the bow while turning to 
finish off the attack.

_______________________________________________________________________________
SUPER MOVE                                                 G R E E N  A R R O W
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Arsenal Assault - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 32.08  | 139     | 42       | 60        | N/A        |
'-------------------------------------------------------------------'
Green Arrow fires an explosive arrow toward the area in front of him (this is 
unblockable).  The explosive arrow hits the foe then knocks the opponent into 
the air.  Green Arrow slides under the opponent and fires a grapple bow that 
ties around the opponent's body and pulls the foe back down to the ground.  
Green Arrow jumps over the opponent and fires three explosive arrows at the 
opponent to finish the sequence.

_______________________________________________________________________________
CHARACTER POWER                                            G R E E N  A R R O W
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Take Aim - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 1.00   | 22      | -185     | 84        | 3          |
'-------------------------------------------------------------------'
Green Arrow fires a lightly damaging arrow.  Hold down on the S button to delay 
the shot.  Green Arrow can duck and jump while still aiming and he can fire 
from any of those positions.  These controls stay in effect for any elemental 
arrow type that he fires also.

-- Frozen Arrow - d, b, S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 36       | -36       | -36        |
'-------------------------------------------------------------------'

-- Electric Arrow - d, f, S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 5.00   | 0       | 36       | -36       | -36        |
'-------------------------------------------------------------------'

-- Burning Arrow - d, d, S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 8.00   | 0       | 36       | -36       | -36        |
'-------------------------------------------------------------------'
By entering each of the above command, Green Arrow will fill his quiver full of 
elemental arrows.  Frozen arrows are limited to one arrow at a time and will 
freeze an opponent in place, electric arrows are limited to two arrows at a 
time and will stagger an opponent with electricity and burning arrows are 
limited to three at a time and will knock down an opponent to the ground after 
burning the foe.

_______________________________________________________________________________
STRATEGY INFO                                              G R E E N  A R R O W
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Green Arrow Forum on TestYourMight.com
http://www.testyourmight.com/forums/green-arrow.323/

     ___                             __                _                 [DM12]
    / _ \ _ __  ___   ___  _ __     / /   __ _  _ __  | |_  ___  _ __  _ __  
** / /_\/| '__|/ _ \ / _ \| '_ \   / /   / _` || '_ \ | __|/ _ \| '__|| '_ \ **
  / /_\\ | |  |  __/|  __/| | | | / /___| (_| || | | || |_|  __/| |   | | | |
* \____/ |_|   \___| \___||_| |_| \____/ \__,_||_| |_| \__|\___||_|   |_| |_| *

First Appearance: [Alan Scott] All-American Comics #16 (July 1940)
                  [Hal Jordan] Showcase #22 (October 1959)

_______________________________________________________________________________
BASIC ATTACKS                                          G R E E N  L A N T E R N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Ring Cross - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 7       | 16       | 18        | -2         |
'-------------------------------------------------------------------'

-- Push Kick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 10      | 24       | 13        | -9         |
'-------------------------------------------------------------------'

-- Hurricane Kick - H*
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 20      | 18       | 12        | 13         |
'-------------------------------------------------------------------'
* Hold H to charge attack

-- Feet Slide - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 9       | 21       | 2         | -12        |
'-------------------------------------------------------------------'

-- Sweeping Uppercut - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 14      | 24       | 11        | -2         |
'-------------------------------------------------------------------'

-- High Tension - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 29      | 24       | 76        | 7          |
'-------------------------------------------------------------------'

-- Forward Punch - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 16      | 13       | 22        | 2          |
'-------------------------------------------------------------------'

-- Standing Flipkick - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 18      | 28       | 71        | 3          |
'-------------------------------------------------------------------'

-- Low Ring Jab - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 7       | 12       | 14        | 0          |
'-------------------------------------------------------------------'

-- Rising Cut - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 10      | 24       | 67        | -11        |
'-------------------------------------------------------------------'

-- Low Cross - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 13      | 22       | 25        | -9         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                            G R E E N  L A N T E R N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Lowering Dropkick - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 22       | 1         | -11        |
'-------------------------------------------------------------------'

-- Downward Overhand - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 7       | 25       | 14        | -7         |
'-------------------------------------------------------------------'

-- Cyclone Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 10      | 13       | 10        | 10         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                 G R E E N  L A N T E R N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                         G R E E N  L A N T E R N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Standing Flipkick - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- High Tension - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                          G R E E N  L A N T E R N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Triple Barrage - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.61   | 10      | 25       | -7        | -17        |
'-------------------------------------------------------------------'

-- Volley Smash - L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 4.29   | 18      | 27       | 47        | -3         |
'-------------------------------------------------------------------'

-- Justice is Served - b + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.55   | 20      | 34       | 30        | 0          |
'-------------------------------------------------------------------'

-- Parallel Nature - b + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 13      | 38       | 62        | -4         |
'-------------------------------------------------------------------'

-- Warp Power - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 13      | 27       | 6         | -4         |
'-------------------------------------------------------------------'

-- Hyperbolic - M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 12      | 25       | 37        | -1         |
'-------------------------------------------------------------------'

-- Grand Slam - M, M, H, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.05   | 20      | 32       | 50        | -2         |
'-------------------------------------------------------------------'

-- True Might - f + M, d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 2.85   | 17      | 22       | 58        | -6         |
'-------------------------------------------------------------------'

-- Guardian - f + M, d + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.98   | 13      | 23       | 49        | 1          |
'-------------------------------------------------------------------'

-- Lantern Corps - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 18      | 25       | 15        | 4          |
'-------------------------------------------------------------------'

-- Brightest Day - b + M, H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 19      | 25       | 57        | -3         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                          G R E E N  L A N T E R N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Oa's Rocket - b, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 8.00   | 15      | -160     | -5        | -12        |
'-------------------------------------------------------------------'
Green Lantern holds his power ring forward and fires out a green projectile.  

-- Oa's Rocket - b, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 16.55  | 9       | 13       | 66        | 18         |
'-------------------------------------------------------------------'
Meter Burn Oa's Rocket will cause the projectile to explode for extra damage 
and launch the opponent into the air.

-- Rocket Power - d, b, M
-- Close Rocket Power - d, b, M, b
-- Far Rocket Power - d, b, M, f
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.00  | 44      | 14       | 22        | 20         |
'-------------------------------------------------------------------'
Green Lantern forms two green missiles above him then launches them forward.  
They will explode after flying half-screen.

-- Rocket Power - d, b, M (MB)
-- Close Rocket Power - d, b, M, b (MB)
-- Far Rocket Power - d, b, M, f (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 17.60  | 8       | -44      | 40        | -4         |
'-------------------------------------------------------------------'
Meter Burn Rocket Power will make Green Lantern launch a third missile that 
will go full screen.

-- Lantern's Might - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.13   | 10      | 41       | 20        | -27        |
'-------------------------------------------------------------------'
Green Lantern holds out his ring hand to catch his foe with the ring's power 
then slams the opponent to the ground behind him.

-- Lantern's Might - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 3.85   | 0       | 34       | -34       | N/A        |
'-------------------------------------------------------------------'
Meter Burn Lantern's Might will cause Green Lantern to perform a second slam.

-- Minigun - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.42   | 24      | 33       | -9        | -26        |
'-------------------------------------------------------------------'
Green Lantern forms a machine gun then sweeps the immediate area in front of 
him with bullets that hit multiple times.  All of the machine gun's bullets 
will only go half screen.

-- Minigun - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 16.05  | 5       | 28       | -36       | -65        |
'-------------------------------------------------------------------'
Meter Burn Minigun will make Green Lantern perform two more sweeps with the 
machine gun.

-- Turbine Smash - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 26      | 0        | 21        | -23        |
'-------------------------------------------------------------------'

-- Turbine Smash - b, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 21      | -57      | 34        | 2          |
'-------------------------------------------------------------------'

-- Turbine Smash (air) - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 26      | 19       | 24        | -20        |
'-------------------------------------------------------------------'

-- Turbine Smash (air) - b, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 21      | -51      | 28        | -4         |
'-------------------------------------------------------------------'
Green Lantern forms a jet engine turbine then uses it to propel himself forward 
and ram the opponent.  Meter Burn Turbine Smash will cause Green Lantern to 
form the turbine then toss it toward the opponent.  Meter Burn for Turbine 
Smash has to be done VERY quickly after the move input.

-- Oa's Rocket (air) b, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.00   | 16      | 14       | -7        | -24        |
'-------------------------------------------------------------------'
Green Lantern fires a projectile shot diagonally downward while up in the air. 
This move cannot take advantage of Meter Burn like the ground version.

_______________________________________________________________________________
SUPER MOVE                                             G R E E N  L A N T E R N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Beware My Power - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 30.90  | 115     | 51       | 8         | -21        |
'-------------------------------------------------------------------'
Green Lantern surrounds himself in green aura and teleports the opponent to Oa. 
He hits his opponent overhead with a green hammer, smashes the opponent with 
two green buses then makes four green airplanes that all collide on his foe.

_______________________________________________________________________________
CHARACTER POWER                                        G R E E N  L A N T E R N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Green Lantern's Light - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 54       | N/A       | N/A        |
'-------------------------------------------------------------------'
Green Lantern is bathed in green light that causes him to take more damage with 
his attacks for a short while.

_______________________________________________________________________________
STRATEGY INFO                                          G R E E N  L A N T E R N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Green Lantern Forum on TestYourMight.com
http://www.testyourmight.com/forums/green-lantern.324/

                          _                  ____         _              [DM13]
       /\  /\ __ _  _ __ | |  ___  _   _    /___ \ _   _ (_) _ __   _ __  
***** / /_/ // _` || '__|| | / _ \| | | |  //  / /| | | || || '_ \ | '_ \ *****
     / __  /| (_| || |   | ||  __/| |_| | / \_/ / | |_| || || | | || | | |
**** \/ /_/  \__,_||_|   |_| \___| \__, | \___,_\  \__,_||_||_| |_||_| |_| ****
                                   |___/                                  

First Appearance: [animation] Batman: The Animated Series "Joker's Favor" 
                              (September 1992)
                  [comic] The Batman Adventures #12 (September 1993)

_______________________________________________________________________________
BASIC ATTACKS                                            H A R L E Y  Q U I N N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Revolver Slap - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 6       | 11       | 25        | 5          |
'-------------------------------------------------------------------'

-- Revolver Slam - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 15      | 14       | 17        | 1          |
'-------------------------------------------------------------------'

-- Spot Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 21      | 23       | 13        | 2          |
'-------------------------------------------------------------------'

-- Gun Smack - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 19      | 18       | 16        | -4         |
'-------------------------------------------------------------------'

-- Take Aim - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 12      | 28       | 10        | -1         |
'-------------------------------------------------------------------'

-- Harley Swing - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 32      | 29       | 69        | 3          |
'-------------------------------------------------------------------'

-- Ear Smash - f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 5.00   | 14      | 16       | 20        | 2          |
'-------------------------------------------------------------------'

-- Overhead Bash - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 27      | 18       | 14        | 3          |
'-------------------------------------------------------------------'

-- Hammer Slam - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 39      | 32       | 73        | 1          |
'-------------------------------------------------------------------'

-- Revolver Poke - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 7       | 12       | 15        | 0          |
'-------------------------------------------------------------------'

-- Spinning Pistols - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.90   | 10      | 27       | 59        | -21        |
'-------------------------------------------------------------------'

-- Single Shot - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 12      | 30       | 19        | 3          |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                              H A R L E Y  Q U I N N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Side Kick - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 12       | 5         | -7         |
'-------------------------------------------------------------------'

-- Double Kick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 6       | 14       | 18        | -3         |
'-------------------------------------------------------------------'

-- Double Stomp - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 8       | 8        | 8         | 8          |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                   H A R L E Y  Q U I N N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                           H A R L E Y  Q U I N N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Hammer Slam - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Harley Swing - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                            H A R L E Y  Q U I N N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Naughty-Naughty - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 13      | 18       | 14        | -2         |
'-------------------------------------------------------------------'

-- I Hope It Hurts - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.80   | 24      | 5        | 51        | 9          |
'-------------------------------------------------------------------'

-- Girls Best Friend - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 14      | 14       | -9        | 1          |
'-------------------------------------------------------------------'

-- Rude Joke - L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 25      | 21       | 58        | -5         |
'-------------------------------------------------------------------'

-- Irresistible - b + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 4       | 15       | 58        | -1         |
'-------------------------------------------------------------------'

-- Let's Play - b + L, M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 5       | 25       | 56        | 8          |
'-------------------------------------------------------------------'

-- For Mistah J. - f + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 5.00   | 14      | 16       | 20        | 2          |
'-------------------------------------------------------------------'

-- Miss Me - M, b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 10.97  | 8       | 23       | 20        | -26        |
'-------------------------------------------------------------------'

-- Hi Puddin - M, d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 8.55   | 14      | 16       | 47        | 10         |
'-------------------------------------------------------------------'

-- Pleased to Meetcha - M, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 16      | 24       | 61        | -8         |
'-------------------------------------------------------------------'

-- He Loves Me - b + M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 9       | 29       | 7         | 5          |
'-------------------------------------------------------------------'

-- Don't Get Hurt - b + M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.41   | 19      | 17       | 9         | -10        |
'-------------------------------------------------------------------'

-- That's Cute - f + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 14      | 23       | 78        | 11         |
'-------------------------------------------------------------------'

-- Lollipops - H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.50   | 14      | 19       | 31        | -1         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                            H A R L E Y  Q U I N N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Pop Pop - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 33      | -149     | -10       | -14        |
'-------------------------------------------------------------------'
Harley fires out a red projectile from her gun.  This move can be charged to 
make it take more damage.  The projectile will move slower when it is charged 
and it will be unblockable after a full charge.  There is a chance a charged 
projectile can be a dud however.  This move can be canceled by dashing either 
forwards or backwards while charging a shot.

-- Pop Pop - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 5.00   | 0       | -183     | -17       | N/A        |
'-------------------------------------------------------------------'
Meter Burn Pop Pop will cause Harley to instantly recover after the shot.

-- Line of Fire - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 4.00   | 21      | -185     | 26        | 3          |
'-------------------------------------------------------------------'
Harley fires off a shot in front of her with her handgun.

-- Line of Fire - d, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 5.00   | 23      | -180     | 19        | 8          |
'-------------------------------------------------------------------'
Meter Burn Line of Fire will make Harley fire a second shot with her other 
handgun.

-- Heads Up - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 4.00   | 23      | -187     | 26        | 5          |
'-------------------------------------------------------------------'
Harley will point into the air and fire diagonally upward with both of her 
handguns.

-- Heads Up - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 5.00   | 22      | -175     | 14        | 3          |
'-------------------------------------------------------------------'
Meter Burn Heads Up will make Harley turn her back and fire a second time with 
both handguns.

-- Oopsy Daisy (air) - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.00   | 11      | 32       | 8         | -25        |
'-------------------------------------------------------------------'
Harley spreads her legs while in the air then fires diagonally downward with 
both handguns.

-- Oopsy Daisy (air) - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 27       | 6         | -5         |
'-------------------------------------------------------------------'
Meter Burn Oopsy Daisy will make Harley fire another shot with both handguns.

-- Cupcake Bomb - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.00   | 21      | 15       | 14        | -13        |
'-------------------------------------------------------------------'
Harley turns her back then tosses a cupcake with a bomb inside at her opponent. 
The cupcake will fly in an arc much like Stryker's grenades from MK.

-- Cupcake Bomb - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 12.80  | 5       | -9       | 49        | -11        |
'-------------------------------------------------------------------'
Meter Burn will make Harley throw three cupcakes all at once.

-- Play Doctor - d, b, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 10.00  | 14      | 27       | 0         | N/A        |
'-------------------------------------------------------------------'
Harley grabs her opponent then impales her foe with an syringe.

-- Play Doctor - d, b, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 16.00  | 0       | 104      | -104      | N/A        |
'-------------------------------------------------------------------'
Meter Burn Play Doctor will make Harley inject her foe with poison that will 
drain health slowly for a few seconds after the move is over.

-- Silly Slide - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 31       | N/A       | N/A        |
'-------------------------------------------------------------------'
Harley slides forward.  This is used for quicker movement and it can also be 
canceled into her tantrum stance that is listed below.

-- Tantrum Stance - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 19      | 91       | -225      | -153       |
'-------------------------------------------------------------------'
Harley performs a dropkick then falls to the ground on her stomach with her 
legs dangling in the air.  From this pose, she can perform the following moves 
listed below.

-- Forward Cartwheel - L (from tantrum stance)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 17      | 22       | 68        | -16        |
'-------------------------------------------------------------------'

-- Hand Stand - M (from tantrum stance)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 19      | 33       | 14        | -16        |
'-------------------------------------------------------------------'

-- Bullet Frenzy - H (from tantrum stance)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.24   | 18      | 57       | -14       | -24        |
'-------------------------------------------------------------------'

-- Forward Somersault - f (from tantrum stance)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 31       | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Backward Somersault - b (from tantrum stance)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 60       | N/A       | N/A        |
'-------------------------------------------------------------------'
Harley can perform an overhead cartwheel, a handstand followed by a low-hitting 
kick, fire handgun bullets upwards or somersault forwards or backwards after 
the tantrum stance.

_______________________________________________________________________________
SUPER MOVE                                               H A R L E Y  Q U I N N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Mallet Bomb - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 35.41  | 121     | 3        | 43        | -46        |
'-------------------------------------------------------------------'
Harley hits her opponent with her mallet then tosses the mallet at her foe.  
She races toward her opponent with a dashing punch but cancels it by sliding 
under her foe then plants a cake with a bomb inside up under her opponent.  
Harley takes cover and holds her ears as the bomb goes off.

_______________________________________________________________________________
CHARACTER POWER                                          H A R L E Y  Q U I N N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Bag-O-Tricks - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'
Harley's character power has a few random possibilities that can help her.  All 
of the effects are totally random.  She will pull a random object out of her 
bag that will give her an extra attack or enhancement.

-- Mr. J - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'
Harley pulls out a picture of Joker and kisses it then tosses it behind her. 
This grants her extra damage output for a short while.

-- TNT - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 15.00  | 0       | 95       | 18        | N/A        |
'-------------------------------------------------------------------'
Harley pulls out dynamite from her bag and toss it forward shortly before it 
explodes.

-- Ivy's Flower - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'
Harley pulls out a flower gift from Poison Ivy that will heal her slightly for 
a few seconds.

_______________________________________________________________________________
STRATEGY INFO                                            H A R L E Y  Q U I N N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Harley Quinn Forum on TestYourMight.com
http://www.testyourmight.com/forums/harley-quinn.237/
                                        _           _        _           [DM14]
                 /\  /\ __ _ __      __| | __ __ _ (_) _ __ | |
*************** / /_/ // _` |\ \ /\ / /| |/ // _` || || '__|| | ***************
               / __  /| (_| | \ V  V / |   <| (_| || || |   | |
************** \/ /_/  \__,_|  \_/\_/  |_|\_\\__, ||_||_|   |_| ***************
                                             |___/             

First Appearance: Flash Comics #1 (January 1940)

_______________________________________________________________________________
BASIC ATTACKS                                                   H A W K G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Jabbing Mace - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 13      | 9        | 11        | 2          |
'-------------------------------------------------------------------'

-- Mace Swing - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 15      | 24       | 1         | 2          |
'-------------------------------------------------------------------'

-- Spinning Moon - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.85   | 12      | 21       | 46        | -12        |
'-------------------------------------------------------------------'

-- Skyward Kick - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 13      | 27       | 66        | -11        |
'-------------------------------------------------------------------'

-- Whirling Smash - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 14      | 25       | 7         | 1          |
'-------------------------------------------------------------------'

-- Great Divine - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 32      | 29       | 73        | 4          |
'-------------------------------------------------------------------'

-- Thanagarian Palm - f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 6       | 11       | 25        | -5         |
'-------------------------------------------------------------------'

-- Ascension - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 29      | 24       | 79        | 10         |
'-------------------------------------------------------------------'

-- Low Mace Jab - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 6       | 14       | 19        | -2         |
'-------------------------------------------------------------------'

-- Cloud Nine - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 10      | 24       | 65        | -13        |
'-------------------------------------------------------------------'

-- Vicious Spike - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 14      | 29       | 39        | -9         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                     H A W K G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Downward Mace - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 19       | 5         | 21         |
'-------------------------------------------------------------------'

-- Falling Star - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 7       | 24       | 7         | 27         |
'-------------------------------------------------------------------'

-- Descending Meteor - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 11      | 19       | 11        | 36         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                          H A W K G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                  H A W K G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Ascension - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Great Divine - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                   H A W K G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Mace Smash - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 13      | 9        | 23        | 2          |
'-------------------------------------------------------------------'

-- Morning Star - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 15      | 16       | 72        | -1         |
'-------------------------------------------------------------------'

-- Meteor Hammer - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 16      | 14       | 19        | 2          |
'-------------------------------------------------------------------'

-- Mace Maximum - L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 16      | 14       | 85        | -4         |
'-------------------------------------------------------------------'

-- Birds of Prey - L, M, b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 20      | 11       | 50        | -1         |
'-------------------------------------------------------------------'

-- Crashing Nth - b + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.46   | 16      | 26       | 33        | -33        |
'-------------------------------------------------------------------'

-- Betrayal f + L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 13      | 21       | 24        | 0          |
'-------------------------------------------------------------------'

-- Tactical Strike - f + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 14      | 9        | 72        | -2         |
'-------------------------------------------------------------------'

-- Short Fuse - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 2.85   | 20      | 13       | 6         | -1         |
'-------------------------------------------------------------------'

-- Thanagarian Strength - M, M, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 12      | 27       | 44        | 2          |
'-------------------------------------------------------------------'

-- Dawn Star - b + M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 1.90   | 15      | 24       | 12        | -3         |
'-------------------------------------------------------------------'

-- The Old Ones - b + M, M, b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.32   | 20      | 27       | 33        | -9         |
'-------------------------------------------------------------------'

-- Golden Age - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.46   | 23      | 22       | 48        | -16        |
'-------------------------------------------------------------------'

-- Heavy Nth - H, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 13      | 26       | 6         | -1         |
'-------------------------------------------------------------------'

-- Bloody War - H, M, b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 15      | 31       | 53        | 2          |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                   H A W K G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Mace Charge - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 13.00  | 21      | 25       | 7         | -55        |
'-------------------------------------------------------------------'

-- Mace Charge (air) - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 13.00  | 13      | 49       | 48        | -8         |
'-------------------------------------------------------------------'

-- Mace Charge - b, f, M (MB)
-- Mace Charge (air) - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 14      | 56       | 7         | -55        |
'-------------------------------------------------------------------'
Hawkgirl swoops backward then dashes forward and hits her opponent with her 
mace.  Meter Burn Mace Charge will make Hawkgirl perform another hit with her 
mace after the dashing attack.

-- Mace Toss - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 29      | -22      | 3         | 1          |
'-------------------------------------------------------------------'

-- Mace Toss - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.00  | 18      | 12       | 52        | 14         |
'-------------------------------------------------------------------'

-- Mace Toss (air) - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 22      | -37      | -25       | -27        |
'-------------------------------------------------------------------'

-- Mace Toss (air) - d, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.00  | 8       | 6        | 49        | -30        |
'-------------------------------------------------------------------'
Hawkgirl tosses her mace forward while on the ground or in the air.  Meter Burn 
Mace Toss will make Hawkgirl dash forward and ram after the mace hits.

-- Downward Mace (air) - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 22      | -37      | -25       | -27        |
'-------------------------------------------------------------------'
Hawkgirl will toss her mace diagonally downward while in the air.

-- Downward Mace (air) - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.00  | 8       | 6        | 49        | -30        |
'-------------------------------------------------------------------'
Meter Burn Downward Mace will make Hawkgirl dash forward and ram after the mace 
hits.

-- Heavenward Stomp (air) - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.00   | 11      | 23       | 15        | -10        |
'-------------------------------------------------------------------'
Hawkgirl falls downward from the air and kicks her opponent with both legs.  
This will instantly knock her foe to the ground.

-- Wing Evade - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        |  0.00  | 0       | 15       | N/A       | N/A        |
'-------------------------------------------------------------------'
Hawkgirl will hop backwards while spreading out her wings.  After this move, a 
player can tap L to make Hawkgirl toss her mace diagonally upwards, tap M to 
perform a quick overhead kick or tap H to perform a dashing flying kick.

_______________________________________________________________________________
SUPER MOVE                                                      H A W K G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- The Power of Nth - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 36.00  | 117     | 56       | 14        | -15        |
'-------------------------------------------------------------------'
Hawkgirl grabs her opponent then takes the foe up into the clouds.  She flies 
forward and smacks the opponent in the face with her mace then flies upward and 
downwards and smacks the foe in the face again and back down to the ground.

_______________________________________________________________________________
CHARACTER POWER                                                 H A W K G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Soaring Hawk - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'
Hawkgirl will fly for a short amount of time after tapping the S button.  Her 
soaring hawk power has no recharge time, but she must land every few seconds 
before flying again.  The following attacks and moves can be done while she 
flies.

-- Mace Jab - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 8       | 15       | 5         | -7         |
'-------------------------------------------------------------------'

-- Flip Kick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 9       | 32       | 21        | -24        |
'-------------------------------------------------------------------'

-- Double Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 10      | 46       | 32        | -41        |
'-------------------------------------------------------------------'

-- Fly Up - u
-- Fly Down - d
-- Fly Towards - f
-- Fly Away - b
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
STRATEGY INFO                                                   H A W K G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Hawkgirl Forum on TestYourMight.com
http://www.testyourmight.com/forums/hawkgirl.365/

                _____  _              __          _                      [DM15]
               /__   \| |__    ___    \ \   ___  | | __ ___  _ __ 
***************  / /\/| '_ \  / _ \    \ \ / _ \ | |/ // _ \| '__| ************
                / /   | | | ||  __/ /\_/ /| (_) ||   <|  __/| |   
*************** \/    |_| |_| \___| \___/  \___/ |_|\_\\___||_| ***************
_______________________________________________________________________________
                                T H E  J O K E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
First Appearance: Batman #1 (Spring 1940)

_______________________________________________________________________________
BASIC ATTACKS                                                  T H E  J O K E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Quick Slash - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 8       | 13       | 8         | 0          |
'-------------------------------------------------------------------'

-- Downward Punch - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 11      | 16       | 19        | -1         |
'-------------------------------------------------------------------'

-- Straight Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 15      | 26       | 12        | -1         |
'-------------------------------------------------------------------'

-- Footsie - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 9       | 25       | 4         | 0          |
'-------------------------------------------------------------------'

-- Spinning Humor - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 25      | 36       | 20        | -1         |
'-------------------------------------------------------------------'

-- Crowbar Slam - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 32      | 25       | 65        | 6          |
'-------------------------------------------------------------------'

-- Belly Buster - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 13      | 20       | 10        | 0          |
'-------------------------------------------------------------------'

-- Downward Crowbar - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 32      | 25       | 66        | 6          |
'-------------------------------------------------------------------'

-- Knee Slapper - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 6       | 17       | 9         | -1         |
'-------------------------------------------------------------------'

-- Upward Crowbar - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 15      | 27       | 69        | -14        |
'-------------------------------------------------------------------'

-- Sweep Kick - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 14      | 29       | 34        | -14        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                    T H E  J O K E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Straight Heel - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 21       | 5         | -7         |
'-------------------------------------------------------------------'

-- Air Hinge Kick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 8       | 21       | 18        | -3         |
'-------------------------------------------------------------------'

-- Flying Crowbar - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 9       | 21       | 56        | 1          |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                         T H E  J O K E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                 T H E  J O K E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Downward Crowbar - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Crowbar Slam - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                  T H E  J O K E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Suicide King - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 16      | 22       | 12        | -3         |
'-------------------------------------------------------------------'

-- Last Laugh - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.12   | 19      | 27       | 34        | 8          |
'-------------------------------------------------------------------'

-- Give Me a Smile - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.51   | 16      | 33       | 56        | 1          |
'-------------------------------------------------------------------'

-- Punch Line - b + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.55   | 23      | 37       | 36        | -4         |
'-------------------------------------------------------------------'

-- Die Laughing - M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.71   | 14      | 21       | 1         | -9         |
'-------------------------------------------------------------------'

-- Put It There Pal - M, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.00   | 16      | 35       | 30        | 0          |
'-------------------------------------------------------------------'

-- HA HA HA HA - M, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.00   | 19      | 23       | 52        | 1          |
'-------------------------------------------------------------------'

-- Clown Prince - f + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 19      | 23       | 13        | -7         |
'-------------------------------------------------------------------'

-- Full Deck - f + M, H, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 15      | 29       | -1        | -4         |
'-------------------------------------------------------------------'

-- Joke's On You - f + M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.55   | 15      | 27       | 35        | 0          |
'-------------------------------------------------------------------'

-- Mad Love - H, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.61   | 10      | 19       | -8        | -29        |
'-------------------------------------------------------------------'

-- Shank Shank - H, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.70   | 18      | 25       | -1        | -42        |
'-------------------------------------------------------------------'

-- No More Jokes - H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.55   | 20      | 25       | 28        | -3         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                  T H E  J O K E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Crowbar - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.56   | 23      | 56       | -30       | -25        |
'-------------------------------------------------------------------'
Joker lunges forward with a crowbar and smacks the opponent to the ground then 
hits the opponent two more times with the crowbar.

-- Crowbar - b, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 8.46   | 22      | 39       | -39       | N/A        |
'-------------------------------------------------------------------'
Meter Burn Crowbar will make Joker hit the foe three more times.

-- Laughing Gas - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 47      | 10       | -8        | -19        |
'-------------------------------------------------------------------'
Joker tosses out a canister of laughing gas that flies in an arc toward his 
opponent.

-- Laughing Gas - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 13.75  | 12      | 17       | 82        | 14         |
'-------------------------------------------------------------------'
Meter Burn Laughing Gas will make Joker fire off a round from his revolver that 
will make the canister explode and launch his opponent.

-- Rolling Laughing Gas - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 32      | -146     | -2        | -26        |
'-------------------------------------------------------------------'
Joker kicks a canister of laughing gas toward his opponent.

-- Rolling Laughing Gas - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.75  | 17      | 16       | 89        | 18         |
'-------------------------------------------------------------------'
Meter Burn Rolling Laughing Gas will make Joker fire off a round from his 
revolver that will make the canister explode and launch his opponent.

-- BANG! - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 8.00   | 16      | -167     | 6         | 4          |
'-------------------------------------------------------------------'
Joker takes out his revolver and fires a shot at his opponent.  This move can 
be delayed by holding the L button and Joker can cancel is by performing a 
forwards or backwards dash.

-- Chattering Teeth - d, b, H
-- Mid Chattering Teeth - d, b, H, u
-- Far Chattering Teeth - d, b, H, f
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 87      | -56      | 159       | 82         |
'-------------------------------------------------------------------'
Joker tosses out several chattering teeth that detonate within a few seconds. 
The explosion will launch an opponent into the air.

-- Acid Blossom - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.00  | 10      | 24       | 2         | 4          |
'-------------------------------------------------------------------'
Joker leans forward and fires acid out of his suit's flower.

_______________________________________________________________________________
SUPER MOVE                                                     T H E  J O K E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Let's Be Serious - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 31.50  | 122     | 24       | 4         | -12        |
'-------------------------------------------------------------------'
Joker tosses a pie at his opponent.  If the pie hits, Joker will smack the 
stunned opponent two times with his crowbar then blast the foe in the face with 
his revolver.  He will hit the opponent over the head with a gas canister then 
point a rocket launcher at the grounded opponent's head and fire off a rocket.

_______________________________________________________________________________
CHARACTER POWER                                                T H E  J O K E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Joker's Wild - S
-- Low Parry - d + S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 9.00   | 2       | 28       | 13        | N/A        |
'-------------------------------------------------------------------'
Joker will slash forward with his knife to parry his opponent's high or mid 
attack.  Hold down and tap S to perform a low parry.  If the parry is 
successful, Joker will stab the opponent and gain one "Ha" for his Ha meter 
that is beside his super meter.  For every "Ha" added to the Ha meter, Joker 
will have an increase in his overall movement speed.  The meter will gradually 
decrease however.

_______________________________________________________________________________
STRATEGY INFO                                                  T H E  J O K E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Joker Forum on TestYourMight.com
http://www.testyourmight.com/forums/the-joker.242/

                   _  _  _                 ___                  _        [DM16]
             /\ /\(_)| || |  ___  _ __    / __\_ __  ___   ___ | |_ 
*********** / //_/| || || | / _ \| '__|  / _\ | '__|/ _ \ / __|| __| **********
           / __ \ | || || ||  __/| |    / /   | |  | (_) |\__ \| |_ 
********** \/  \/ |_||_||_| \___||_|    \/    |_|   \___/ |___/ \__| **********

First Appearance: [Crystal Frost] Firestorm #3 (June 1978)
                  [Dr. Louise Lincoln] Firestorm (vol. 2) #21 (March 1984)

_______________________________________________________________________________
BASIC ATTACKS                                            K I L L E R  F R O S T
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Chill Out - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 6       | 14       | 6         | 1          |
'-------------------------------------------------------------------'

-- Snowblow - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 9       | 9        | 22        | 0          |
'-------------------------------------------------------------------'

-- Shutter - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 16      | 21       | 56        | 15         |
'-------------------------------------------------------------------'

-- Freezer Burn - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 3.00   | 18      | 21       | 4         | -5         |
'-------------------------------------------------------------------'

-- Icebreaker - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 19      | 17       | 37        | -3         |
'-------------------------------------------------------------------'

-- Frost Kick - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 29      | 29       | 74        | 5          |
'-------------------------------------------------------------------'

-- Frozen Cut - f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 13      | 19       | 16        | -4         |
'-------------------------------------------------------------------'

-- Ice Spike - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 27      | 30       | 6         | -4         |
'-------------------------------------------------------------------'

-- Glaze - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 19      | 30       | 60        | -5         |
'-------------------------------------------------------------------'

-- Glacier Kick - u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.95   | 15      | 29       | 44        | -7         |
'-------------------------------------------------------------------'

-- Low Poke - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 7       | 11       | 14        | 0          |
'-------------------------------------------------------------------'

-- Icepick - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 10      | 19       | 71        | -6         |
'-------------------------------------------------------------------'

-- Sweeping Kick - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 15      | 26       | 37        | -10        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                              K I L L E R  F R O S T
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Flying Sidekick - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 10      | 26       | 0         | -12        |
'-------------------------------------------------------------------'

-- Dropkick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 11      | 21       | 13        | -8         |
'-------------------------------------------------------------------'

-- Downward Axekick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 9       | 16       | 9         | 34         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                   K I L L E R  F R O S T
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                           K I L L E R  F R O S T
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Glaze - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Frost Kick - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                            K I L L E R  F R O S T
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Ice Cold - L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.55   | 14      | 22       | 53        | -6         |
'-------------------------------------------------------------------'

-- Freezing Effect - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 11      | 15       | 17        | -1         |
'-------------------------------------------------------------------'

-- Severe Blizzard - L, L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 16      | 29       | 3         | 2          |
'-------------------------------------------------------------------'

-- Dancing Ice - L, L, b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 16      | 17       | 66        | -2         |
'-------------------------------------------------------------------'

-- Frozen Twister - L, L, H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.99   | 12      | 10       | 27        | -22        |
'-------------------------------------------------------------------'

-- Cold Blooded - f + L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 7       | 21       | 13        | 0          |
'-------------------------------------------------------------------'

-- Tempest - f + L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.99   | 16      | 21       | 30        | -18        |
'-------------------------------------------------------------------'

-- Arctic Frost - f + L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 17      | 12       | 20        | 4          |
'-------------------------------------------------------------------'

-- Diamond Dust - b + L, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 12      | 21       | 70        | -6         |
'-------------------------------------------------------------------'

-- Hailstone - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 13      | 29       | -3        | -10        |
'-------------------------------------------------------------------'

-- Thin Ice - M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 17      | 27       | 48        | -6         |
'-------------------------------------------------------------------'

-- Hailstorm - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 11      | 28       | 46        | -3         |
'-------------------------------------------------------------------'

-- Freezing Rain - f + M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.41   | 6       | 38       | 38        | -10        |
'-------------------------------------------------------------------'

-- Cold as Ice - f + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.55   | 26      | 29       | 20        | -3         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                            K I L L E R  F R O S T
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Frostbite - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 1       | 11       | 2         | N/A        |
'-------------------------------------------------------------------'
Killer Frost holds up her arms to parry a high or mid attack.  The parry will 
slightly freeze her opponent in place and avoid the attack.

-- Frostbite - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 19       | -19       | N/A        |
'-------------------------------------------------------------------'
Meter Burn Frostbite will freeze the opponent in place and allow Killer Frost a 
chance to hit the foe afterwards.

-- Iceberg - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.20  | 16      | 41       | -1        | -27        |
'-------------------------------------------------------------------'
Killer Frost creates a gust of wind below her foe then impales the opponent 
with an ice spike.

-- Iceberg - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.50   | 19      | -192     | 63        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Iceberg will make the ice spike bigger and keep the opponent impaled 
in the air for longer, allowing Killer Frost to juggle the opponent afterwards.

-- Flash Freeze - d, b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 10.30  | 23      | 24       | 44        | N/A        |
'-------------------------------------------------------------------'
Killer Frost reaches forward and grabs her opponent then freezes her foe and 
knocks her opponent to the ground with a punch.

-- Flash Freeze - d, b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 16       | -16       | N/A        |
'-------------------------------------------------------------------'
Meter Burn Flash Freeze cancels the attack after the freeze and allows the 
player to attack the frozen foe with whatever attack of your choosing.

-- Black Ice - b, d, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 21      | 12       | 47        | -4         |
'-------------------------------------------------------------------'
Killer Frost crouches downward then slides forward with a low slide attack.

-- Frozen Daggers - b, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 10.70  | 17      | -73      | 9         | -16        |
'-------------------------------------------------------------------'
Killer Frost tosses two ice daggers forward.

_______________________________________________________________________________
SUPER MOVE                                               K I L L E R  F R O S T
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Endless Whiteout - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 35.65  | 137     | 45       | 13        | -11        |
'-------------------------------------------------------------------'
Killer Frost hits her opponent with ice from below their current area - this 
hits low.  If the attack connects, she impales the opponent on ice spikes then 
crushes the opponent in between two spiked ice walls then slams an overhead 
spike wall on top of her foe.

_______________________________________________________________________________
CHARACTER POWER                                          K I L L E R  F R O S T
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Freezing Cold - S (can be charged)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 16       | N/A       | N/A        |
'-------------------------------------------------------------------'
Freezing Cold has no cool down period - it must be charged in order to activate 
it.  Once activated, Killer Frost's normal attacks will freeze her opponent in 
place for a second after every hit.  This will cause the opponent to stagger 
more slowly in between Killer Frost's attacks so that she can link more attacks 
than usual.

-- Air Dash - f, f or b, b
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'
Killer Frost dashes for a short distance while in the air.

_______________________________________________________________________________
STRATEGY INFO                                            K I L L E R  F R O S T
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Killer Frost Forum on TestYourMight.com
http://www.testyourmight.com/forums/killer-frost.371/

                __                 __         _    _                     [DM17]
               / /   ___ __  __   / /  _   _ | |_ | |__    ___   _ __ 
************* / /   / _ \\ \/ /  / /  | | | || __|| '_ \  / _ \ | '__| ********
             / /___|  __/ >  <  / /___| |_| || |_ | | | || (_) || |   
************ \____/ \___|/_/\_\ \____/ \__,_| \__||_| |_| \___/ |_| ***********

First Appearance: Action Comics #23 (April 1940)

_______________________________________________________________________________
BASIC ATTACKS                                                L E X  L U T H O R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Photon Shot - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 8       | 17       | 4         | -1         |
'-------------------------------------------------------------------'

-- Cyber Hammerfist - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 13      | 22       | 13        | -8         |
'-------------------------------------------------------------------'

-- Photon Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 15      | 34       | 36        | -1         |
'-------------------------------------------------------------------'

-- Nuclear Trip - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 14      | 20       | -1        | 6          |
'-------------------------------------------------------------------'

-- Alpha Slam - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 18      | 20       | 5         | -5         |
'-------------------------------------------------------------------'

-- Ion Push - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 29      | 29       | 74        | 5          |
'-------------------------------------------------------------------'

-- Downward Destruction - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.00   | 15      | 23       | 57        | -8         |
'-------------------------------------------------------------------'

-- Double Shot - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 33      | 23       | 82        | 11         |
'-------------------------------------------------------------------'

-- Sky Fall - u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 9.75   | 6       | 13       | 39        | -16        |
'-------------------------------------------------------------------'

-- Low Shot - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 7       | 15       | 11        | -1         |
'-------------------------------------------------------------------'

-- Geyser Uppercut - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 10      | 28       | 65        | -15        |
'-------------------------------------------------------------------'

-- Low Push Kick - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 12      | 26       | 37        | -10        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                  L E X  L U T H O R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- High Pressure - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 10      | 17       | 10        | 26         |
'-------------------------------------------------------------------'

-- Overcharge Kick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 11      | 22       | 11        | 31         |
'-------------------------------------------------------------------'

-- Hyper Axe - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 13      | 29       | 47        | -8         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                       L E X  L U T H O R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                               L E X  L U T H O R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Double Shot - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Ion Push - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                L E X  L U T H O R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Mad Man - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 13      | 15       | 16        | 1          |
'-------------------------------------------------------------------'

-- Criminal Mind - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.51   | 24      | 15       | 63        | -1         |
'-------------------------------------------------------------------'

-- Prototype - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 27      | 41       | 24        | -25        |
'-------------------------------------------------------------------'

-- Highest Currency - b + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.85   | 14      | 20       | 10        | -4         |
'-------------------------------------------------------------------'

-- Die Hard - M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 18      | 41       | 43        | -15        |
'-------------------------------------------------------------------'

-- World Domination - M, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 18      | 41       | 43        | -15        |
'-------------------------------------------------------------------'

-- Early Triumph - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 15      | -46      | -12       | -13        |
'-------------------------------------------------------------------'

-- New Destiny - M, M, b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.32   | 27      | 29       | 32        | -3         |
'-------------------------------------------------------------------'

-- Evil Scientist - M, M, d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.51   | 25      | 33       | 58        | 2          |
'-------------------------------------------------------------------'

-- LexCorp - b + M, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 23      | 32       | 20        | -3         |
'-------------------------------------------------------------------'

-- Megalomania - b + M, u + H, d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 24      | 32       | 38        | -21        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                L E X  L U T H O R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Gravity Pull - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.65  | 21      | 36       | -4        | -42        |
'-------------------------------------------------------------------'
Lex Luthor pulls an opponent toward him with a gravity wave then knocks the foe 
back with a force wave.

-- Gravity Pull - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 3        | -3        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Gravity Pull will cancel the attack after the gravity pull allowing 
a player to hit the opponent while they are still stunned.

-- Gravity Mine - d, d, H
-- Close Gravity Mine - d, d, H, b
-- Far Gravity Mine - d, d, H, f
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 78      | -197     | 152       | 42         |
'-------------------------------------------------------------------'
Lex Luthor tosses a gravity mine on the ground that will shock an opponent if 
the foe steps on it.

-- Gravity Mine - d, d, H (MB)
-- Close Gravity Mine - d, d, H, b (MB)
-- Far Gravity Mine - d, d, H, f (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 5.00   | 78      | -197     | 152       | N/A        |
'-------------------------------------------------------------------'
Meter Burn Gravity Mine will cause Lex to detonate the mine and launch the foe 
into the air once it has shocked the opponent.

-- Orbital Strike - d, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 8.00   | 74      | -5       | 51        | N/A        |
'-------------------------------------------------------------------'
Lex Luthor points toward his foe and a target cursor appears below the 
opponent.  Lex fires a laser from a satellite down at his opponent.  This move 
is unblockable so the attack must be dodged.

-- Orbital Strike - d, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 14.26  | 45      | -11      | 67        | 14         |
'-------------------------------------------------------------------'
Meter Burn Orbital Strike will cause three rockets to fire down his opponent.  
Unlike the normal version, the Meter Burn version is blockable but much harder 
to avoid.

-- Lex Probe - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 109     | -64      | 89        | 73         |
'-------------------------------------------------------------------'
Lex Luthor tosses a probe into the air that fires out a purple laser toward his 
opponent after a few seconds.

-- Lex Probe - d, b, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.90   | 96      | -70      | 124       | 55         |
'-------------------------------------------------------------------'
Meter Burn Lex Probe will make Lex toss out two probes that will fire a laser 
each.

-- Lance Blast - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 23      | -66      | -4        | -17        |
'-------------------------------------------------------------------'
Lex Luthor holds a lance and fires an electric projectile toward his opponent. 
This move can be charged to fire out a close range electric blast near Lex.  A 
fully charged Lance Blast is unblockable.  While charging, the move can be 
cancelled by dashing forwards or backwards.

-- Up Lance Blast - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 21      | -63      | 10        | -1         |
'-------------------------------------------------------------------'
Lex Luthor holds a lance diagonally upward and fires an electric projectile 
toward his opponent.  Like with the move above, this move can be charged to 
fire out a close range electric blast near Lex.  A fully charged Lance Blast is 
unblockable.  While charging, the move can be cancelled by dashing forwards or 
backwards.

-- Corp Charge - b, f, M
-- Corp Charge (air) - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 6       | 16       | 47        | -23        |
'-------------------------------------------------------------------'
Lex Luthor activates the thruster on the back of his suit then rams the 
opponent.  This can be done on the ground or in the air.

_______________________________________________________________________________
SUPER MOVE                                                   L E X  L U T H O R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Coordinates Received - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 36.10  | 119     | 42       | -51       | -55        |
'-------------------------------------------------------------------'
Lex Luthor performs a punching combo toward his foe then traps them in an 
electric force field.  He turns and then fires his satellite laser.  He catches 
the laser and forms an energy sphere with it then tosses the sphere at his 
opponent.

_______________________________________________________________________________
CHARACTER POWER                                              L E X  L U T H O R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Energy Shield - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 56       | N/A       | N/A        |
'-------------------------------------------------------------------'
Lex stands in place and punches buttons his suit to create an energy field 
around him.  This energy shield can be charged up to three levels based on how 
long a player holds the S button.  Press and hold the button until Lex finishes 
for max charge.  At level 1, the shield will absorb one attack, but still take 
normal damage from Lex.  At level 2, the shield will absorb one attack and only 
take 50% damage from Lex and the shield will last twice as long as level 1.  At 
level 3, the shield will absorb an attack and take no damage from Lex and the 
shield will last four times as long as level 1.

_______________________________________________________________________________
STRATEGY INFO                                                L E X  L U T H O R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Lex Luthor Forum on TestYourMight.com
http://www.testyourmight.com/forums/lex-luthor.343/

                __  _         _      _              _                    [DM18]
             /\ \ \(_)  __ _ | |__  | |_ __      __(_) _ __    __ _ 
*********** /  \/ /| | / _` || '_ \ | __|\ \ /\ / /| || '_ \  / _` | **********
           / /\  / | || (_| || | | || |_  \ V  V / | || | | || (_| |
********** \_\ \/  |_| \__, ||_| |_| \__|  \_/\_/  |_||_| |_| \__, | **********
                       |___/                                  |___/

First Appearance: [Superman] Superman #158 (January 1963)
                  [Dick Grayson] Nightwing (vol. 1) #1 (September 1995)

_______________________________________________________________________________
BASIC ATTACKS (ESCRIMA)                                       N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Straight Snap Strike - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 6       | 19       | 1         | -3         |
'-------------------------------------------------------------------'

-- Circular Strike - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 12      | 26       | 2         | -10        |
'-------------------------------------------------------------------'

-- Scissors Swipe - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 14      | 23       | 38        | -7         |
'-------------------------------------------------------------------'

-- Quick Scissor - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 14      | 22       | 14        | -6         |
'-------------------------------------------------------------------'

-- Overhead Strike - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 15      | 20       | 54        | -4         |
'-------------------------------------------------------------------'

-- Spinning Blast - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 29      | 29       | 74        | 5          |
'-------------------------------------------------------------------'

-- Stick Smash - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 10      | 16       | 19        | -1         |
'-------------------------------------------------------------------'

-- Circular Power - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 29      | 19       | 76        | 15         |
'-------------------------------------------------------------------'

-- Spinning Heel Kick - u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.00   | 25      | 21       | 42        | 10         |
'-------------------------------------------------------------------'

-- Bird's Nest - u + H, d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 25      | 23       | 39        | 9          |
'-------------------------------------------------------------------'

-- Escrima Strike - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 9       | 13       | 14        | 4          |
'-------------------------------------------------------------------'

-- Escrima Uppercut - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 12      | 19       | 74        | -4         |
'-------------------------------------------------------------------'

-- Cross Overhead Strike - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 13      | 28       | 35        | -12        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BASIC ATTACKS (STAFF)                                         N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Face Poke - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 11      | 11       | 26        | 1          |
'-------------------------------------------------------------------'

-- Overhead Strike - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 22      | 21       | 69        | -3         |
'-------------------------------------------------------------------'

-- Lifting Wind - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 22      | 26       | 75        | -11        |
'-------------------------------------------------------------------'

-- One Handed Poke - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 9.00   | 14      | 16       | 60        | 0          |
'-------------------------------------------------------------------'

-- Smashing Tiger - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 28      | 26       | 74        | 5          |
'-------------------------------------------------------------------'

-- Big Show - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 33      | 29       | 73        | 2          |
'-------------------------------------------------------------------'

-- Crouching Talon - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 6       | 15       | 11        | 1          |
'-------------------------------------------------------------------'

-- Hidden Baston - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 8       | 23       | 4         | -9         |
'-------------------------------------------------------------------'

-- Hawkeye - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 14      | 27       | 36        | -11        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS (ESCRIMA)                                         N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Escrima Drop - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 6       | 23       | 3         | -9         |
'-------------------------------------------------------------------'

-- Flying Escrimas - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 11      | 23       | 16        | -5         |
'-------------------------------------------------------------------'

-- Extended Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 7       | 18       | 53        | -1         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS (STAFF)                                           N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Air Poke - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 7       | 18       | 8         | -4         |
'-------------------------------------------------------------------'

-- Flying Staff - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 8       | 18       | 21        | 0          |
'-------------------------------------------------------------------'

-- Staff Smack - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 9       | 18       | 59        | 4          |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                        N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

NOTE: Nightwing switches back to Escrima after any throw.

_______________________________________________________________________________
BOUNCE CANCELS                                                N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Circular Power - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Spinning Blast - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS (ESCRIMA)                                       N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Side Kick - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 5       | 23       | 12        | -8         |
'-------------------------------------------------------------------'

-- Razor's Edge - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 16      | 15       | 51        | 21         |
'-------------------------------------------------------------------'

-- Dark Justice - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.99   | 6       | 26       | 43        | -13        |
'-------------------------------------------------------------------'

-- Stick and Move - b + L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 11      | 23       | 13        | -1         |
'-------------------------------------------------------------------'

-- Shooting Star b + L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 12      | 18       | 53        | 2          |
'-------------------------------------------------------------------'

-- Surrender Now b + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 12      | 27       | 34        | -3         |
'-------------------------------------------------------------------'

-- Renegade - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 9       | 21       | 14        | -2         |
'-------------------------------------------------------------------'

-- Lone Bird - M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 14      | 21       | 44        | -5         |
'-------------------------------------------------------------------'

-- Gotham Hero - f + M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 8       | 18       | 17        | -3         |
'-------------------------------------------------------------------'

-- Wide Wing - f + M, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.99   | 8       | 23       | 31        | -9         |
'-------------------------------------------------------------------'

-- Lightning Crash - H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 14      | 27       | 49        | -2         |
'-------------------------------------------------------------------'

-- Freefall - H, H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.51   | 22      | 22       | 51        | -4         |
'-------------------------------------------------------------------'

-- In the Zone - d + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 11      | 9        | 29        | 8          |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS (STAFF)                                         N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Trapeze Artist - L, b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 8.55   | 14      | 16       | 59        | 0          |
'-------------------------------------------------------------------'

-- Outsider - L, f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.85   | 9       | 14       | 22        | 2          |
'-------------------------------------------------------------------'

-- Last Chance - L, d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.65   | 14      | 27       | 35        | -11        |
'-------------------------------------------------------------------'

-- Wing Span - L, f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 15      | 20       | 32        | -3         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES (ESCRIMA)                                       N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- WingDing (air) - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.41  | 9       | 30       | -13       | -36        |
'-------------------------------------------------------------------'
Nightwing's Wind Ding unleashes three projectiles diagonally down toward his 
opponent while he is in the air.

-- WingDing (air) - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.70   | 27      | 21       | 36        | -6         |
'-------------------------------------------------------------------'
Meter Burn will make Nightwing toss one more projectile toward his opponent 
after the first three.

-- Ground Spark - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 8.00   | 31      | -178     | 17        | -4         |
'-------------------------------------------------------------------'
Nightwing hits both Escrimas together, making them electrify, then slams the 
ground and makes a wave of electricity move quickly toward his opponent.  This 
move can be charged by holding the button and the charging can be canceled by 
dashing forward or backward.

-- Ground Spark - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 12.00  | 7       | -174     | 39        | 11         |
'-------------------------------------------------------------------'
Meter Burn will cause the wave of the ground spark to take more damage and 
knock down his foe.

-- Escrima Fury - d, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.52   | 14      | 39       | 42        | -24        |
'-------------------------------------------------------------------'
Nightwing performs a five hit combo forward with his Escrima stick if the first 
strike lands and launches the opponent with the final hit.

-- Escrima Fury - d, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.00  | 10      | 7        | 49        | N/A        |
'-------------------------------------------------------------------'
Meter Burn makes Nightwing perform a nine hit combo with Escrima Fury.

-- Flip Kick - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.00  | 20      | 30       | 9         | -8         |
'-------------------------------------------------------------------'
Nightwing flips toward his opponent then hits them with both his feet while in 
the air.

-- Flip Kick - d, b, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.75   | 3       | 24       | 62        | -12        |
'-------------------------------------------------------------------'
Meter Burn Flip Kick makes the opponent bounce off the ground and launches the 
foe.

-- Scatter Bomb - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 31      | -178     | 17        | -4         |
'-------------------------------------------------------------------'
Nightwing fires out an explosive blast diagonally upwards.

-- Scatter Bomb - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 12.00  | 7       | -174     | 39        | 11         |
'-------------------------------------------------------------------'
Meter Burn Scatter Bomb will cause the attack to hit two more times.

_______________________________________________________________________________
SPECIAL MOVES (STAFF)                                         N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Staff Spin - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.68  | 12      | 32       | 19        | -38        |
'-------------------------------------------------------------------'
Nightwing performs a spinning five hit combo forward with his staff that ends 
with an overhead attack.

-- Staff Spin - d, b, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 13.00  | 28      | 16       | 67        | 18         |
'-------------------------------------------------------------------'
Meter Burn Staff Spin will cause the combo to end with a swing that will take 
off more damage.

-- Ground Blast - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 21      | 24       | 11        | 9          |
'-------------------------------------------------------------------'
Nightwing slams his electrified staff into the ground creating a vortex of 
electricity below his opponent.

-- Ground Blast - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.00   | 26      | 15       | 85        | 18         |
'-------------------------------------------------------------------'
Meter Burn Ground Blast will make Nightwing perform the slam twice and launch 
his opponent into the air.

-- Flying Grayson - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 13.00  | 17      | 19       | 46        | -3         |
'-------------------------------------------------------------------'
Nightwing vaults forward with his staff and perform a dropkick to his opponent.

_______________________________________________________________________________
SUPER MOVE                                                    N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Dark As Night - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 32.80  | 112     | 50       | 21        | -14        |
'-------------------------------------------------------------------'
Nightwing slams his opponent with both Escrima sticks to stun his foe then hops 
on his bike and rides back and forth while cutting his opponent with his arm 
blades.  Nightwing eventually turns his bike and rides toward his foe then 
leaps off his bike and drive his electrified staff down onto his opponent.

_______________________________________________________________________________
CHARACTER POWER                                               N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Style Change - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | -31      | N/A       | N/A        |
'-------------------------------------------------------------------'
Nightwing's power will allow him to change from Escrima sticks to his staff and 
staff to Escrima sticks.  Basically, it's his style change button.

_______________________________________________________________________________
STRATEGY INFO                                                 N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Nightwing Forum on TestYourMight.com
http://www.testyourmight.com/forums/nightwing.312/

                           __                                            [DM19]
                          /__\  __ _ __   __ ___  _ __  
************************ / \// / _` |\ \ / // _ \| '_ \ ***********************
                        / _  \| (_| | \ V /|  __/| | | |
*********************** \/ \_/ \__,_|  \_/  \___||_| |_| **********************

First Appearance: DC Comics Presents #26 (October 1980)

_______________________________________________________________________________
BASIC ATTACKS                                                         R A V E N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Raven Poke - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 7       | 10       | 10        | 1          |
'-------------------------------------------------------------------'

-- Raven Claw - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 13      | 21       | 12        | 0          |
'-------------------------------------------------------------------'

-- Forest Raven - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.85   | 15      | 16       | 54        | -16        |
'-------------------------------------------------------------------'

-- Sweeping Strike - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 3.00   | 15      | 14       | 16        | -3         |
'-------------------------------------------------------------------'

-- Clawing Strike - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 16      | 21       | 13        | 3          |
'-------------------------------------------------------------------'

-- Tourniquet - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 30      | 23       | 80        | 11         |
'-------------------------------------------------------------------'

-- Twisting Talon - f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 16      | 13       | 19        | 3          |
'-------------------------------------------------------------------'

-- Slashing Claw - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.85   | 13      | 21       | 7         | -8         |
'-------------------------------------------------------------------'

-- Linking Talon - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 29      | 27       | 77        | 6          |
'-------------------------------------------------------------------'

-- Low Strike - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 6       | 16       | 11        | -1         |
'-------------------------------------------------------------------'

-- Wingspan - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 10      | 19       | 75        | -5         |
'-------------------------------------------------------------------'

-- Raven Slash - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 13      | 28       | 35        | -7         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                           R A V E N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Perching Prey - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 13      | 28       | 35        | -7         |
'-------------------------------------------------------------------'

-- Raven's Strife - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 8       | 19       | 14        | -7         |
'-------------------------------------------------------------------'

-- Raven's Fury - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 8       | 25       | 51        | -3         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                                R A V E N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                        R A V E N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Linking Talon - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Tourniquet - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                         R A V E N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Midnight - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 10      | 20       | 17        | -1         |
'-------------------------------------------------------------------'

-- Black Rose - L, L, f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 15      | 25       | 38        | 0          |
'-------------------------------------------------------------------'

-- Blood Moon - L, L, b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 12      | 28       | 51        | -2         |
'-------------------------------------------------------------------'

-- Darkness Falls - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 16      | 23       | 52        | -3         |
'-------------------------------------------------------------------'

-- Phantom Cloak - f + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 12      | 25       | 46        | 3          |
'-------------------------------------------------------------------'

-- Tears of Sorrow - b + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 1.90   | 12      | 19       | 10        | -5         |
'-------------------------------------------------------------------'

-- Stonehenge - b + L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 18      | 29       | 50        | -5         |
'-------------------------------------------------------------------'

-- Silent Vesper - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 12      | 22       | 64        | -1         |
'-------------------------------------------------------------------'

-- Blackest Night - M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.04   | 28      | 24       | 76        | 6          |
'-------------------------------------------------------------------'

-- Twilight's End - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.55   | 18      | 24       | 60        | -1         |
'-------------------------------------------------------------------'

-- Titan Trash - f + M, M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 11      | 30       | 43        | 0          |
'-------------------------------------------------------------------'

-- Forever Dust - f + M, M, H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.64   | 10      | 29       | -2        | -15        |
'-------------------------------------------------------------------'

-- Second Life - f + M, M, u + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 13      | 19       | 58        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                         R A V E N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Empty Void - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 9       | 5        | N/A       | N/A        |
'-------------------------------------------------------------------'
Raven creates a black void that will absorb a projectile and give Raven a tiny 
amount of super meter.

-- Empty Void - d, b, L (MB)
-- Empty Void - d, b, L (MB), d
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 10.00  | 25      | 13       | 47        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Empty Void will allow Raven to send a more powerful projectile back 
at her opponent from the ground.  If you tap down while pressing the Meter Burn 
button, Raven will make the projectile appear over the opponent's head then 
make it fall on the foe.

-- Soul Crush - d, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.65   | 13      | 44       | -25       | -20        |
'-------------------------------------------------------------------'
Raven reaches forward with glowing hands and holds her opponent in place then 
crushes the foe with a purple ball of energy that appears around the foe.  This 
telekinetic attack is mid-range so it can hit from a great distance.

-- Soul Crush - d, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.65   | 5       | 12       | 92        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Soul Crush makes Raven lift the opponent upwards slightly after the 
attack allowing her to juggle the foe on the way down.  The Meter Burn version 
takes slightly less damage.

-- Singularity - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.70   | 16      | 33       | -20       | -10        |
'-------------------------------------------------------------------'
Raven swings her fist forward and grapples the opponent with a close range 
telekinetic hold then slams the foe into the ground.

-- Singularity - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 5.78   | 0       | 15       | 77        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Singularity will make Raven slam the foe harder and launches the foe 
back into the air.

-- Shadow Raven - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 8.00   | 19      | 33       | -1        | -14        |
'-------------------------------------------------------------------'
Raven fire a shadow raven made up of dark energy out of her hand.

_______________________________________________________________________________
SUPER MOVE                                                            R A V E N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Deadly Sin - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 33.75  | 110     | 43       | 20        | -9         |
'-------------------------------------------------------------------'
Raven zaps her foe to the demon dimension where demons attack the opponent.  
Raven summons a giant demon (her father, Trigon) and he hits the opponent with 
his eye beams and then knocks the foe back into the real world.

_______________________________________________________________________________
CHARACTER POWER                                                       R A V E N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Demon Stance - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 49       | N/A       | N/A        |
'-------------------------------------------------------------------'
Demon Stance gives Raven a new set of attacks for a short time.  Raven's skin 
will turn a purple hue instead of the usual blue color.  All of the moves 
listed below will replace or be added to her existing move set.

-- Event Horizon - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.60  | 22      | 32       | 16        | 6          |
'-------------------------------------------------------------------'
Raven will pull her foe toward her then hit the opponent with a surge of demon 
energy from close range.

-- Event Horizon - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.70   | 7       | 31       | 68        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Event Horizon will make Raven electrify the head of her opponent 
with demon energy and damage the foe a bit and hold the opponent in place for 
Raven to attack afterwards.  The range of this move can just about hit a player 
from the other end of the screen.

-- Negative Mass - d, f, L
-- Close Negative Mass - d, f, L, b
-- Far Negative Mass - d, f, L, f
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 23      | 24       | 37        | 0          |
'-------------------------------------------------------------------'
Raven creates a pillar of dark light that shoots up from the ground.  This can 
be done from three different ranges as shown above.

-- Negative Mass - d, f, L (MB)
-- Close Negative Mass - d, f, L, b (MB)
-- Far Negative Mass - d, f, L, f (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.60   | 23      | -1       | 82        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Negative Mass will cause a demon shadow to uppercut the foe from 
under the ground after the dark pillar.

-- Front Dark Transmission (air) - d, b, H
-- Behind Dark Transmission (air) - d, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 18      | 40       | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Front Dark Transmission - d, b, H
-- Behind Dark Transmission - d, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 18      | 19       | N/A       | N/A        |
'-------------------------------------------------------------------'
Raven disappears leaving behind dark energy Ravens and then teleports in front 
of or behind her opponent depending on your choosing.  She can teleport on the 
ground or in the air.

_______________________________________________________________________________
STRATEGY INFO                                                         R A V E N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Raven Forum on TestYourMight.com
http://www.testyourmight.com/forums/raven.368/

                    __  _                                                [DM20]
                   / _\| |__    __ _  ____ __ _  _ __ ___  
****************** \ \ | '_ \  / _` ||_  // _` || '_ ` _ \ ********************
                   _\ \| | | || (_| | / /| (_| || | | | | |
****************** \__/|_| |_| \__,_|/___|\__,_||_| |_| |_| *******************

First Appearance: [Captain Marvel/Shazam] Whiz Comics #2 (February 1940)

_______________________________________________________________________________
BASIC ATTACKS                                                       S H A Z A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- God Punch - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 8       | 17       | 2         | -2         |
'-------------------------------------------------------------------'

-- Knee Strike - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 9       | 23       | 12        | 1          |
'-------------------------------------------------------------------'

-- Hook Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 12      | 27       | 5         | 3          |
'-------------------------------------------------------------------'

-- Hook Punch - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 8       | 18       | 17        | -3         |
'-------------------------------------------------------------------'

-- Thundering Elbow - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 3.00   | 20      | 25       | 54        | -11        |
'-------------------------------------------------------------------'

-- Power Cross - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 30      | 27       | 75        | 7          |
'-------------------------------------------------------------------'

-- Roundhouse Kick - f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 10      | 19       | 20        | -2         |
'-------------------------------------------------------------------'

-- Hercules Uppercut - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 16      | 28       | 5         | -5         |
'-------------------------------------------------------------------'

-- Mighty Slam - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 29      | 28       | 76        | 6          |
'-------------------------------------------------------------------'

-- Low Jab - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 6       | 15       | 10        | 1          |
'-------------------------------------------------------------------'

-- Lifting Cut - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 12      | 19       | 73        | -4         |
'-------------------------------------------------------------------'

-- Sweeping Kick - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 10      | 20       | 39        | -11        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                         S H A Z A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Jumping Strike - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 6       | 24       | 2         | -10        |
'-------------------------------------------------------------------'

-- Mercury's Sidekick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 7       | 24       | 15        | -6         |
'-------------------------------------------------------------------'

-- Achilles' Fist - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 10      | 24       | 53        | -2         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                              S H A Z A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                      S H A Z A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Mighty Slam - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Power Cross - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                       S H A Z A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- One-Two Punch - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 7       | 17       | 16        | 2          |
'-------------------------------------------------------------------'

-- Solomon's Wisdom - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 9       | 24       | 7         | -3         |
'-------------------------------------------------------------------'

-- Hercules' Strength - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 14      | 22       | 77        | -1         |
'-------------------------------------------------------------------'

-- Atlas' Stamina - L, M, b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 11      | 26       | 46        | 1          |
'-------------------------------------------------------------------'

-- Zeus' Power - L, M, f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 13      | 36       | 46        | -3         |
'-------------------------------------------------------------------'

-- Achilles' Courage - f + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 2.85   | 15      | 22       | 51        | 3          |
'-------------------------------------------------------------------'

-- Mercurys Speed - b + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 5       | 23       | 8         | -2         |
'-------------------------------------------------------------------'

-- Mighty Colossus - b + L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.32   | 8       | 38       | 9         | -6         |
'-------------------------------------------------------------------'

-- One-Two Kick - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 18      | 25       | 39        | -9         |
'-------------------------------------------------------------------'

-- Mighty Charge - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.30   | 12      | 40       | 31        | -9         |
'-------------------------------------------------------------------'

-- Mighty Force - f + M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 20      | 25       | 20        | -1         |
'-------------------------------------------------------------------'

-- Roaring Strike - f + M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 9       | 23       | 610        | 0          |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                       S H A Z A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Atlas Torpedo - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.00   | 17      | 0        | 36        | -12        |
'-------------------------------------------------------------------'
Shazam performs a spinning torpedo toward his opponent.

-- Atlas Torpedo - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 5.70   | 0       | 60       | -60       | N/A        |
'-------------------------------------------------------------------'
Meter Burn Atlas Torpedo makes Shazam grab the opponent's leg and then slam the 
opponent into the ground after the torpedo hits.

-- Bolt of Zeus - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 7.00   | 26      | -162     | -3        | -10        |
'-------------------------------------------------------------------'
Shazam forms a lightning bolt in his hand and then tosses it forward.  This 
projectile will stagger his opponent if it hits.

-- Bolt of Zeus - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 13.00  | 39      | -165     | 33        | 2          |
'-------------------------------------------------------------------'
Meter Burn Bolt of Zeus causes lightning to strike Shazam's hand and he will 
toss out a bigger thunderbolt that will take more damage and knock his opponent 
down.

-- Herculean Might - d, b, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 12.00  | 11      | 27       | 25        | N/A        |
'-------------------------------------------------------------------'
Shazam grabs his opponent then turns and slams the foe into the ground along 
with him as a lighting bolt hits the opponent.

-- Herculean Might - d, b, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 4.50   | 0       | 27       | -27       | N/A        |
'-------------------------------------------------------------------'
Meter Burn Herculean Might causes the opponent to bounce off the ground and fly 
into the air allowing for juggling after this attack.

-- Achilles' Clutch - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 9.00   | 13      | 35       | 23        | N/A        |
'-------------------------------------------------------------------'
This is a command grab that can only be done on juggled opponents or standing 
opponents.  Shazam grabs his opponent and leaps into the air then tosses the 
opponent to the ground.

-- Achilles' Clutch - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 5.00   | 0       | 46       | -46       | N/A        |
'-------------------------------------------------------------------'
Meter Burn Achilles' Clutch causes Shazam to fly down and kick his opponent 
with both feet after the throw for extra damage.

-- Advancing Mercury Storm - d, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 25      | 11       | N/A       | N/A        |
'-------------------------------------------------------------------'
Shazam phases out and then phases back in further ahead.

-- Eluding Mercury Storm - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 25      | 9        | N/A       | N/A        |
'-------------------------------------------------------------------'
Shazam phases out and then phases back in further behind him.

_______________________________________________________________________________
SUPER MOVE                                                          S H A Z A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- The Power of SHAZAM - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 38.50  | 115     | 42       | 6         | -10        |
'-------------------------------------------------------------------'
Shazam uppercuts his foe high into the air.  He meets his foe in the air and 
punches the opponent a few times then hits the foe with an elbow that knocks 
them downward.  While the opponent falls, Shazam grabs the opponent by the leg 
and then performs a spinning swing and slams the foe back down to the ground.

_______________________________________________________________________________
CHARACTER POWER                                                     S H A Z A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Solomon of Judgment - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 43       | N/A       | N/A        |
'-------------------------------------------------------------------'
Shazam summons down lightning that augments his hands with electricity which 
makes all of his punch attacks take off a greater amount of damage.

_______________________________________________________________________________
STRATEGY INFO                                                       S H A Z A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Shazam Forum on TestYourMight.com
http://www.testyourmight.com/forums/shazam.346/

                    __  _                    _                           [DM21]
                   / _\(_) _ __    ___  ___ | |_  _ __  ___  
****************** \ \ | || '_ \  / _ \/ __|| __|| '__|/ _ \ ******************
                   _\ \| || | | ||  __/\__ \| |_ | |  | (_) |
****************** \__/|_||_| |_| \___||___/ \__||_|   \___/ ******************
_______________________________________________________________________________
                                S I N E S T R O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
First Appearance: Green Lantern (vol. 2) #7 (August 1961)

_______________________________________________________________________________
BASIC ATTACKS                                                   S I N E S T R O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Ring Jab - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 7       | 22       | -3        | -4         |
'-------------------------------------------------------------------'

-- Axe Swing - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 10      | 15       | 16        | 0          |
'-------------------------------------------------------------------'

-- Comet Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 11      | 32       | 51        | 0          |
'-------------------------------------------------------------------'

-- Axe Stab - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 16      | 25       | 9         | -9         |
'-------------------------------------------------------------------'

-- Ring Hammerfist - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 3.00   | 14      | 16       | 47        | -9         |
'-------------------------------------------------------------------'

-- Smashing Fist - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 28      | 27       | 75        | 5          |
'-------------------------------------------------------------------'

-- Front Kick - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 13      | 22       | 14        | -5         |
'-------------------------------------------------------------------'

-- Thrashing Hammerfist - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 34      | 25       | 74        | 8          |
'-------------------------------------------------------------------'

-- Low Jab - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 7       | 12       | 14        | -2         |
'-------------------------------------------------------------------'

-- Ascending Construct - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 11      | 23       | 68        | -14        |
'-------------------------------------------------------------------'

-- Low Axe Swing - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 14      | 29       | 34        | -14        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                     S I N E S T R O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Lowering Kick - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 8       | 23       | 3         | -9         |
'-------------------------------------------------------------------'

-- Descending Stab - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 9       | 23       | 16        | -5         |
'-------------------------------------------------------------------'

-- Downward Slice - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 13      | 23       | 54        | -1         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                          S I N E S T R O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 9.00   | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 9.00   | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                  S I N E S T R O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Thrashing Hammerfist - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Smashing Fist - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                   S I N E S T R O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Distortion - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 14      | 30       | 2         | -6         |
'-------------------------------------------------------------------'

-- Positive Matter - L, L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 7       | 32       | 2         | -8         |
'-------------------------------------------------------------------'

-- Sinful Pride - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 12      | 32       | 53        | -7         |
'-------------------------------------------------------------------'

-- Ego Trip - L, L, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 16      | 52       | 27        | -21        |
'-------------------------------------------------------------------'

-- Tainted Reputation - L, b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 13      | 28       | 4         | -3         |
'-------------------------------------------------------------------'

-- Yellow Element - L, b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.27   | 26      | 20       | 54        | 5          |
'-------------------------------------------------------------------'

-- Lost Will - b + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 6.65   | 16      | 24       | 38        | -5         |
'-------------------------------------------------------------------'

-- Zero Compassion - b + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 17      | 22       | 69        | -9         |
'-------------------------------------------------------------------'

-- Dashed Hope - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 17      | 20       | 10        | -1         |
'-------------------------------------------------------------------'

-- Devastating - M, M, d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.12   | 17      | 25       | 22        | -11        |
'-------------------------------------------------------------------'

-- Fearless - M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 20      | 26       | 55        | -5         |
'-------------------------------------------------------------------'

-- Blind Ambition - b + M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.65   | 20      | 27       | 39        | -3         |
'-------------------------------------------------------------------'

-- In Blackest Day - b + M, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 26      | 22       | 68        | 11         |
'-------------------------------------------------------------------'

-- Fallen Hero - b + M, b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 18      | 19       | 72        | -12        |
'-------------------------------------------------------------------'

-- War of Light - f + M, d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.85   | 17      | 22       | 4         | -5         |
'-------------------------------------------------------------------'

-- Power Burn - f + M, d + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 10      | 12       | 69        | -4         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                   S I N E S T R O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Fear Blast - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.00   | 9       | -153     | -14       | -34        |
'-------------------------------------------------------------------'
Sinestro fires an energy projectile from his hand.

-- Fear Blast - d, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 12.46  | 17      | -175     | 0         | -25        |
'-------------------------------------------------------------------'
Meter Burn Fear Blast will make Sinestro throw out two more projectiles.

-- Impact Event - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.00   | 19      | -139     | 16        | -43        |
'-------------------------------------------------------------------'
Sinestro creates an energy rock up above his opponent then slams it down on the 
foe's head.

-- Impact Event - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.65   | 15      | -165     | 56        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Impact Event will make Sinestro slam down an extra rock and launch 
his opponent.

-- Arachnid Sting - d, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 5.00   | 12      | 47       | 61        | -36        |
'-------------------------------------------------------------------'
Sinestro forms four energy stingers on his back then uppercuts his foe away 
from him.

-- Arachnid Sting - d, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 10.00  | 24      | -158     | 44        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Arachnid Sting will cause Sinestro to fire out all four stingers at 
his foe after the uppercut for greater damage.

-- Axe of Terror (air) - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 18      | 23       | 61        | -2         |
'-------------------------------------------------------------------'
While in the air, Sinestro creates an axe made of energy below his opponent 
then it flies upward toward Sinestro.

-- Final Shackles - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 0.00   | 21      | 41       | 39        | -26        |
'-------------------------------------------------------------------'
Sinestro creates a yellow aura below his opponent that shackles the foe with 
two glowing confines if it hits the opponent.  The shackles will hold the foe 
in place for a few seconds.

_______________________________________________________________________________
SUPER MOVE                                                      S I N E S T R O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Sinestro's Might - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 34.70  | 126     | 30       | 14        | -13        |
'-------------------------------------------------------------------'
Sinestro fires out a wall of energy that stuns his foe then he takes them 
through a portal and into outer space.  Sinestro grabs two meteors and then 
slams them both into the opponent and then fire a laser at them that sends them 
crashing back down to Earth.

_______________________________________________________________________________
CHARACTER POWER                                                 S I N E S T R O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Beware Your Fears - S (hold)
-- Energy Shot - S (while construct is active)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 5       | 163      | 89        | 20         |
'-------------------------------------------------------------------'
Sinestro's power must be charged by holding down the button.  Once fully 
charged, a construct will appear behind Sinestro.  The construct can fire laser 
if you tap the S button.  It can fire out a total of three lasers before 
disappearing.

_______________________________________________________________________________
STRATEGY INFO                                                   S I N E S T R O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Sinestro Forum on TestYourMight.com
http://www.testyourmight.com/forums/sinestro.366/

  __       _                                 ___                      _  [DM22]
 / _\ ___ | | ___  _ __ ___   ___  _ __     / _ \_ __ _   _ _ __   __| |_   _ 
 \ \ / _ \| |/ _ \| '_ ` _ \ / _ \| '_ \   / /_\/ '__| | | | '_ \ / _` | | | |
 _\ \ (_) | | (_) | | | | | | (_) | | | | / /_\\| |  | |_| | | | | (_| | |_| |
 \__/\___/|_|\___/|_| |_| |_|\___/|_| |_| \____/|_|   \__,_|_| |_|\__,_|\__, |
                                                                        |___/

First Appearance: All-American Comics #61 (October 1944)

_______________________________________________________________________________
BASIC ATTACKS                                        S O L O M O N  G R U N D Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Decimate Fist - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 12      | 17       | 19        | -4         |
'-------------------------------------------------------------------'

-- Muddy Boot - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 13      | 22       | 13        | 2          |
'-------------------------------------------------------------------'

-- Marsh Mash - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 30      | 27       | 46        | -2         |
'-------------------------------------------------------------------'

-- Light Headed - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 23      | 19       | 22        | -5         |
'-------------------------------------------------------------------'

-- Swampy Stomp - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 3.00   | 28      | 18       | 50        | 4          |
'-------------------------------------------------------------------'

-- Grundy Blast - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 29      | 27       | 86        | 6          |
'-------------------------------------------------------------------'

-- Cyrus Kick - f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 26      | 29       | 3         | -4         |
'-------------------------------------------------------------------'
NOTE: The frames for this move could be wrong in the game.  It has "5.00" 
listed as its damage when it should be "2.00"

-- Butcher Slash - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 26      | 29       | 3         | -4         |
'-------------------------------------------------------------------'

-- Grundy Crush - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 30      | 26       | 78        | 7          |
'-------------------------------------------------------------------'

-- Gut Punch - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 11      | 10       | 17        | 3          |
'-------------------------------------------------------------------'

-- Rising Backhand - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 8       | 24       | 66        | -12        |
'-------------------------------------------------------------------'

-- Low Hook - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 19      | 23       | 38        | -9         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                          S O L O M O N  G R U N D Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Hinge Kick - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 12      | 32       | -6        | -18        |
'-------------------------------------------------------------------'

-- Quick Kick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 15      | 25       | 15        | 35         |
'-------------------------------------------------------------------'

-- Double Boot - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 14      | 32       | 45        | -10        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                               S O L O M O N  G R U N D Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                       S O L O M O N  G R U N D Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Grundy Crush - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Grundy Blast - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                        S O L O M O N  G R U N D Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Heavy Hand - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 13      | 41       | -9        | -16        |
'-------------------------------------------------------------------'

-- Driven To Kill - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 17      | 21       | 14        | -7         |
'-------------------------------------------------------------------'

-- Destroy - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 17      | 21       | 77        | 1          |
'-------------------------------------------------------------------'

-- Face of Evil - L, b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 13      | 22       | 51        | -5         |
'-------------------------------------------------------------------'

-- Born On a Monday - b + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.36   | 20      | 27       | 21        | -22        |
'-------------------------------------------------------------------'

-- Reanimated - f + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 25      | 19       | 17        | -3         |
'-------------------------------------------------------------------'

-- No Pain - f + L, M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 34      | 27       | 38        | 7          |
'-------------------------------------------------------------------'

-- Death To All - f + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 25      | 17       | 70        | -3         |
'-------------------------------------------------------------------'

-- Already Dead - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 22      | 15       | 80        | -1         |
'-------------------------------------------------------------------'

-- Rest in Peace - f + M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.75   | 21      | 15       | 18        | -2         |
'-------------------------------------------------------------------'

-- Slaughter Swamp - f + M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 20      | 34       | 45        | 0          |
'-------------------------------------------------------------------'

-- Bad Blood - H, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.50   | 14      | 17       | 77        | -1         |
'-------------------------------------------------------------------'

-- Dead's Blood - H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.30   | 28      | 22       | 39        | 12         |
'-------------------------------------------------------------------'

-- Tombstoned - d + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 12      | 16       | 43        | -3         |
'-------------------------------------------------------------------'

-- Swampland - d + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.26   | 39      | 30       | 15        | 1          |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                        S O L O M O N  G R U N D Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Cleaver Spin - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.00  | 25      | 38       | 40        | -22        |
'-------------------------------------------------------------------'
Solomon Grundy spins while moving forward and then cuts his foe with a cleaver 
that knock the opponent to the ground.

-- Cleaver Spin - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.00   | 8       | 26       | 58        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Cleaver Spin will make the cleaver bounce the opponent after the 
swing.

-- Walking Corpse - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 12.00  | 35      | 38       | 11        | -4         |
'-------------------------------------------------------------------'
Solomon Grundy dashes forward and grabs his opponent then headbutts the foe.

-- Walking Corpse - b, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 7.00   | 0       | 118      | -118      | N/A        |
'-------------------------------------------------------------------'
Meter Burn Walking Corpse will make Solomon Grundy toss his opponent toward the 
wall behind him after the headbutt.

-- Grave Rot - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 44       | -44       | N/A        |
'-------------------------------------------------------------------'
Green gas will shoot out of Solomon Grundy's back and surround him for a few 
seconds.  The gas will damage the opponent if the opponent gets near him.  The 
gas will not stun or stagger an opponent, but it is unblockable.

-- Grave Rot - d, b, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 2.00   | 60      | -62      | 51        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Grave Rot will make the gas take more health from the foe.

-- Dead Air - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 10.00  | 21      | 67       | 43        | -42        |
'-------------------------------------------------------------------'
Solomon Grundy grabs his foe and tosses the foe behind him.

-- Dead Air - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 0.00   | 0       | 27       | 67        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Dead Air will make Solomon Grundy toss the foe upward so that the 
opponent can be juggled on the way down.  Both throws take the same amount of 
health from the opponent.

-- Swamp Hands - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 9.00   | 33      | 35       | 28        | 1          |
'-------------------------------------------------------------------'
Solomon Grundy stomps the ground and makes zombie hands appear below his foe.  
The hands hit low and will knock the opponent to the ground.

-- Swamp Hands - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.00   | 13      | 31       | 77        | 2          |
'-------------------------------------------------------------------'
Meter Burn Swamp Hands will cause the zombie hands to damage the foe a little 
less but the hands will hold the opponent in place for a few seconds.

-- To the Grave - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 5       | 37       | 54        | N/A        |
'-------------------------------------------------------------------'
Solomon Grundy will grab his opponent out of the air and toss the foe behind 
him.

_______________________________________________________________________________
SUPER MOVE                                           S O L O M O N  G R U N D Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Grave Digger - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 37.00  | 9       | 29       | 40        | N/A        |
'-------------------------------------------------------------------'
Solomon Grundy will enter a state of increased speed and defense during his 
super move.  All of his normal attacks will change to a grab (even air 
attacks).  If he grabs his opponent, he will cut the opponent with a knife out 
of his back then slam the opponent into the ground.  Grundy will move toward 
his opponent then pull a tombstone out of his chest and bash the foe over the 
head with the tombstone.

_______________________________________________________________________________
CHARACTER POWER                                      S O L O M O N  G R U N D Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- The Pain Chain - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 9.00   | 18      | 31       | 14        | -6         |
'-------------------------------------------------------------------'
Solomon Grundy's character power is a close range grab that can be linked to 
many different grabs.  If no moves are performed, Grundy will fly into the air 
with his foe and then slam the foe down to the ground.  Depending on which grab 
sequence he does, Solomon Grundy will get an extra boost in a certain attribute 
for the remainder of the fight or until he performs another grab that changes 
the current attribute.

-- Power Chain - f, b, S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 8.80   | 0       | 211      | -211      | -211       |
'-------------------------------------------------------------------'

-- Power Final Hit - d, f, S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 10.80  | 0       | 249      | -249      | -249       |
'-------------------------------------------------------------------'
Increases damage on all attacks if successful.

-- Health Chain - d, d, S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 5.00   | 0       | 256      | -256      | -256       |
'-------------------------------------------------------------------'

-- Health Final hit - u, u, S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 7.00   | 0       | 313      | -313      | -313       |
'-------------------------------------------------------------------'
Reduces damage taken on all attacks if successful.

-- Defense Chain - d, u, S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 6.00   | 0       | 184      | -184      | -184       |
'-------------------------------------------------------------------'

-- Defense Final Hit - u, d, S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 16.00  | 0       | 143      | -143      | -143       |
'-------------------------------------------------------------------'
Reduces block damage taken from all attacks if successful.

_______________________________________________________________________________
STRATEGY INFO                                        S O L O M O N  G R U N D Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Solomon Grundy Forum on TestYourMight.com
http://www.testyourmight.com/forums/solomon-grundy.239/

             __                                                          [DM23]
            / _\ _   _  _ __    ___  _ __  _ __ ___    __ _  _ __  
*********** \ \ | | | || '_ \  / _ \| '__|| '_ ` _ \  / _` || '_ \ ************
            _\ \| |_| || |_) ||  __/| |   | | | | | || (_| || | | |
*********** \__/ \__,_|| .__/  \___||_|   |_| |_| |_| \__,_||_| |_| ***********
                       |_|                                         

First Appearance: Action Comics #1 (June 1938)

_______________________________________________________________________________
BASIC ATTACKS                                                   S U P E R M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Hook Punch - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 8       | 17       | 18        | -2         |
'-------------------------------------------------------------------'

-- Overhead Smash - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 10      | 20       | 14        | -4         |
'-------------------------------------------------------------------'

-- Fist of Justice - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 10      | 29       | 53        | -6         |
'-------------------------------------------------------------------'

-- Quick Heat - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 3.00   | 19      | 27       | 11        | -9         |
'-------------------------------------------------------------------'

-- Kryptonian Strike - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 29      | 29       | 85        | 5          |
'-------------------------------------------------------------------'

-- Charge Punch - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 29      | 29       | 85        | 5          |
'-------------------------------------------------------------------'

-- Cross Swipe - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 8       | 33       | 2         | -3         |
'-------------------------------------------------------------------'

-- Charge Overload - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 30      | 26       | 78        | 7          |
'-------------------------------------------------------------------'

-- Flying Low - df + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 16      | 38       | 26        | -24        |
'-------------------------------------------------------------------'

-- Quick Jab - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 6       | 14       | 12        | -2         |
'-------------------------------------------------------------------'

-- Uppercut - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 9       | 23       | 69        | -9         |
'-------------------------------------------------------------------'

-- Low Poke - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 12      | 26       | 38        | -9         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                     S U P E R M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Steel Fist - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 26       | 0         | -12        |
'-------------------------------------------------------------------'

-- Double Fist - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 9       | 26       | 13        | -8         |
'-------------------------------------------------------------------'

-- Hammer Punch - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 11      | 26       | 51        | -4         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                          S U P E R M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                  S U P E R M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Charge Overhead - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Charge Punch - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                   S U P E R M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- It's a Bird - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 10      | 16       | 15        | 2          |
'-------------------------------------------------------------------'

-- Great Purge - L, L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.71   | 15      | 23       | 8         | 1          |
'-------------------------------------------------------------------'

-- Kryptonite Bash - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 25      | 42       | 21        | -10        |
'-------------------------------------------------------------------'

-- Speeding Bullet - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 11      | 28       | 8         | -1         |
'-------------------------------------------------------------------'

-- The Last Son - M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.51   | 20      | 35       | 64        | -3         |
'-------------------------------------------------------------------'

-- Unstoppable - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.60   | 13      | 25       | 42        | -1         |
'-------------------------------------------------------------------'

-- Solitude Strikes - f + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 19      | 25       | 84        | -2         |
'-------------------------------------------------------------------'

-- Steel Rush - f + M, d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 1.90   | 16      | 21       | 47        | -4         |
'-------------------------------------------------------------------'

-- Man of Steel - f + M, d + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 27      | 27       | 53        | 5          |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                   S U P E R M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Super Breath - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.00  | 20      | 13       | 44        | 1          |
'-------------------------------------------------------------------'
Superman steps forward and breathes a gust of wind with his super breath.  This 
will knock an opponent to the other side of the arena.

-- Super Breath - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.00  | 10      | 18       | 71        | -3         |
'-------------------------------------------------------------------'
Meter Burn Super Breath will make Superman breathe a chilly breath that will 
damage and freeze his opponent allowing him to hit the foe afterwards.

-- Heat Vision - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 26      | 10       | 46        | -22        |
'-------------------------------------------------------------------'

-- Heat Vision - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.00   | 0       | 0        | 59        | 10         |
'-------------------------------------------------------------------'

-- Heat Vision (air) - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 25      | 40       | 12        | -47        |
'-------------------------------------------------------------------'

-- Heat Vision (air) - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.00   | 0       | 0        | 38        | -11        |
'-------------------------------------------------------------------'
Superman fires his heat vision from his eyes in a laser that starts downward 
and moves upwards.  He can perform this in the air or on the ground.  Meter 
Burn Heat Vision will make Superman fire out a shot that will make his opponent 
fly backwards after the burn.

-- Rising Grab - d, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.62   | 11      | 31       | 10        | -8         |
'-------------------------------------------------------------------'
Superman flies upwards and grabs his foe then tosses the opponent to the 
ground.  This can grab any opponent that is in the air - jumping or being 
juggled.

-- Rising Grab - d, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.58   | 0       | 117      | -117      | N/A        |
'-------------------------------------------------------------------'
Meter Burn Rising Grab will make Superman fly higher and slam the opponent to 
the ground.

-- Flying Punch - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 21      | 22       | 52        | -16        |
'-------------------------------------------------------------------'
Superman rushes forward and punches his opponent.

-- Flying Punch - b, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 14      | 39       | 12        | -33        |
'-------------------------------------------------------------------'
Meter Burn Flying Punch will make Superman perform an overhead punch and 
uppercut after the first punch.

-- Flying Smash (air) - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.00   | 16      | 16       | 48        | -27        |
'-------------------------------------------------------------------'
Superman flies diagonally downward from the air with both fists and slams into 
the opponent.

-- Flying Smash (air) - d + H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 7.20   | 0       | 131      | -131      | N/A        |
'-------------------------------------------------------------------'
Meter Burn Flying Smash will make Superman grab the opponent by the neck and 
then slam the foe into the ground.

-- Heat Zap - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 12.00  | 38      | -42      | 69        | 19         |
'-------------------------------------------------------------------'
Superman leans back and collects a heat vision blast then fires out a heat 
vision projectile forward.

-- Low Scoop - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 16      | 24       | 77        | -26        |
'-------------------------------------------------------------------' 
Superman uses an arm to scoop his opponent up by the legs and then tosses the 
foe into the air.  The attack allows for juggling after the opponent is thrown 
into the air.

_______________________________________________________________________________
SUPER MOVE                                                      S U P E R M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Kryptonian Crush - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 38.00  | 105     | 61       | N/A       | N/A        |
'-------------------------------------------------------------------'
Superman flies forward and grabs the opponent then uppercuts his foe all the 
way up into outer space.  He flies up toward the opponent then spikes the foe 
back down to Earth.

_______________________________________________________________________________
CHARACTER POWER                                                 S U P E R M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Fury of Krypton - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | 0       | 21       | N/A       | N/A        |
'-------------------------------------------------------------------'
Superman's attacks take off more damage for a limited amount of time once this 
power is activated.  Superman will have a red aura around him.  

-- Air Dash - f, f or b, b
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'
Superman can dash forward or backward while in the air.

_______________________________________________________________________________
STRATEGY INFO                                                   S U P E R M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Superman Forum on TestYourMight.com
http://www.testyourmight.com/forums/superman.235/

   __    __                _             __    __                        [DM24]
  / / /\ \ \___  _ __   __| | ___ _ __  / / /\ \ \___  _ __ ___   __ _ _ __  
* \ \/  \/ / _ \| '_ \ / _` |/ _ \ '__| \ \/  \/ / _ \| '_ ` _ \ / _` | '_ \ **
   \  /\  / (_) | | | | (_| |  __/ |     \  /\  / (_) | | | | | | (_| | | | |
**  \/  \/ \___/|_| |_|\__,_|\___|_|      \/  \/ \___/|_| |_| |_|\__,_|_| |_| *

First Appearance: All Star Comics #8 (Dec-Jan 1941) (December 1941)

_______________________________________________________________________________
BASIC ATTACKS (LASSO)                                    W O N D E R  W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Warrior's Jab - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 8       | 18       | 18        | -2         |
'-------------------------------------------------------------------'

-- Amazon's Fist - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 9       | 31       | -1        | -7         |
'-------------------------------------------------------------------'

-- Shin Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 14      | 14       | 22        | -3         |
'-------------------------------------------------------------------'

-- Cross Punch - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 12      | 12       | 8         | 4          |
'-------------------------------------------------------------------'

-- Lasso Slam - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 17      | 27       | 46        | -5         |
'-------------------------------------------------------------------'

-- Amazon's Blast - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 30      | 27       | 87        | 7          |
'-------------------------------------------------------------------'

-- Amazon's Heel - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 30      | 26       | 78        | 7          |
'-------------------------------------------------------------------'

-- Knee Chop - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 0.50   | 6       | 14       | 12        | -2         |
'-------------------------------------------------------------------'

-- Rising Lasso - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 14      | 27       | 73        | -9         |
'-------------------------------------------------------------------'

-- Leg Takedown - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 11      | 23       | 32        | -6         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BASIC ATTACKS (SWORD)                                    W O N D E R  W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Blade Slice - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 7       | 17       | 2         | -2         |
'-------------------------------------------------------------------'

-- Sword Poke - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 16      | 18       | 18        | 8          |
'-------------------------------------------------------------------'

-- Amazon's Boot - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 18      | 21       | 40        | 3          |
'-------------------------------------------------------------------'

-- Edge Swing - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 11      | 16       | 67        | 0          |
'-------------------------------------------------------------------'

-- Low Stab - b + Y
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 14      | 20       | 16        | 1          |
'-------------------------------------------------------------------'

-- Warrior's Strike - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 12.45  | 29      | 18       | 86        | -5         |
'-------------------------------------------------------------------'

-- Amazon's Attack - f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 6       | 12       | 7         | 3          |
'-------------------------------------------------------------------'

-- Warrior's Bash - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 30      | 12       | 78        | 7          |
'-------------------------------------------------------------------'

-- Low Poke - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 7       | 14       | 12        | 3          |
'-------------------------------------------------------------------'

-- Upward Stab - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 8       | 24       | 72        | -12        |
'-------------------------------------------------------------------'

-- Sword Sweep - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 8       | 26       | 41        | -1         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS (LASSO)                                      W O N D E R  W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Quick Kick - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 30       | -4        | -16        |
'-------------------------------------------------------------------'

-- Boot Bash - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 11      | 30       | 9         | -12        |
'-------------------------------------------------------------------'

-- Lasso Slam - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 14      | 29       | 47        | -8         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS (SWORD)                                      W O N D E R  W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Quick Kick - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 15       | 5         | 21         |
'-------------------------------------------------------------------'

-- Air Slice - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 11      | 22       | 17        | -4         |
'-------------------------------------------------------------------'

-- Sword Slam - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 8       | 22       | 54        | 0          |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                   W O N D E R  W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'
NOTE: Wonder Woman switches back to Lasso after any throw.

_______________________________________________________________________________
BOUNCE CANCELS                                           W O N D E R  W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Amazon's Heel - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Amazon's Blast - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS (LASSO)                                    W O N D E R  W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Entrapment - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 11      | 24       | 8         | 2          |
'-------------------------------------------------------------------'

-- Ends of the Earth - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 20      | 36       | 29        | -1         |
'-------------------------------------------------------------------'

-- Demi God - b + L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 10      | 24       | 13        | 3          |
'-------------------------------------------------------------------'

-- Gods and Mortals - b + L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 11      | 26       | 78        | -1         |
'-------------------------------------------------------------------'

-- Warrior Princess - d + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 7       | 16       | 20        | -1         |
'-------------------------------------------------------------------'

-- Destiny Calling - M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 7       | 16       | 84       | -9          |
'-------------------------------------------------------------------'

-- Hephaestus Rush - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.90   | 16      | 35       | 30        | -4         |
'-------------------------------------------------------------------'

-- Athena's Wisdom - H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 11      | 24       | 70        | 2          |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS (SWORD)                                    W O N D E R  W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Double Edge - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 14      | 24       | 12        | -3         |
'-------------------------------------------------------------------'

-- Fires of Hestia - L, L, b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 11      | 16       | 66        | 0          |
'-------------------------------------------------------------------'

-- Go in Peace - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 20      | 31       | 32        | 2          |
'-------------------------------------------------------------------'

-- War of the Gods - f + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 10      | 19       | 16        | 2          |
'-------------------------------------------------------------------'

-- Strength of the Sword - f + L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.51   | 24      | 40       | 8         | -7         |
'-------------------------------------------------------------------'

-- Eyes of the Hunter - M, b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 11      | 16       | 66        | 0          |
'-------------------------------------------------------------------'

-- Weeping Angel - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 24      | 26       | 10        | 0          |
'-------------------------------------------------------------------'

-- By the Gods - M, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 23      | 51       | 30        | -17        |
'-------------------------------------------------------------------'

-- Aegis Wrath - b + M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.65   | 16      | 37       | 48        | -8         |
'-------------------------------------------------------------------'

-- Justice - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.65   | 18      | 27       | 37        | -4         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES (LASSO)                                    W O N D E R  W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Straight Tiara - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 7.00   | 17      | 36       | -12       | -14        |
'-------------------------------------------------------------------'
Wonder Woman takes off her tiara and tosses it forward like a boomerang.

-- Straight Tiara - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 6       | 10       | 12        | 3          |
'-------------------------------------------------------------------'
Meter Burn Straight Tiara will make the tiara hit the opponent two times - on 
the way forward and back.

-- Amazonian Uppercut - d, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.80   | 18      | 36       | 70        | -18        |
'-------------------------------------------------------------------'
Wonder Woman flies diagonally upward with a punch.

-- Amazonian Uppercut - d, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.12   | 32      | 46       | 43        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Amazonian Uppercut will make Wonder Woman perform a horizontal 
dashing air punch after the first punch.

-- Amazonian Smash (air) - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.00   | 16      | 25       | 2         | -5         |
'-------------------------------------------------------------------'
From the air, Wonder Woman will fly diagonally downward with a punch.

-- Amazonian Smash (air) - d, b, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.00   | 3       | 31       | 69        | -14        |
'-------------------------------------------------------------------'
Meter Burn Amazonian Smash will make Wonder Woman fly diagonally upwards after 
the first hit to hit the opponent again and knock the foe to the ground.

-- Lasso Grab - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 12.00  | 24      | 14       | 53        | 14         |
'-------------------------------------------------------------------'
Wonder Woman swings her lasso forward and catches her opponent then brings the 
opponent toward her.  She performs an uppercut to knock the foe to the ground.

-- Lasso Grab - d, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 15.00  | 0       | 213      | -213      | N/A        |
'-------------------------------------------------------------------'
Meter Burn Lasso Grab will make Wonder Woman grab and hold the opponent then 
taunt her foe shortly before tossing the opponent back to the ground.  The foe 
will have a dizziness (stars) above the head - at that time Wonder Woman will 
take off more damage and her foe will take off less damage with attacks for a 
few seconds.

-- Lasso Spin - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 20      | 25       | 57        | -9         |
'-------------------------------------------------------------------'
Wonder Woman spins and knocks her opponent into the air with an uppercut.  The 
opponent is open to juggling while airborne after the attack.

-- Bracelets of Submission - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 4       | 19       | -67       | -35        |
'-------------------------------------------------------------------'
Wonder Woman will parry a projectile or attack while holding her bracelets 
upwards.  After a parry, her fists will have a yellow glow around them and her 
punch attacks will take off more damage per hit for a limited amount of time.

-- Up Tiara - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 7.00   | 17      | 38       | 339       | -16        |
'-------------------------------------------------------------------'

-- Down Tiara (air) - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 17      | 54       | -30       | -32        |
'-------------------------------------------------------------------'
Wonder Woman tosses her tiara diagonally upward while on the ground and 
diagonally downward while in the air.

-- Straight Tiara (air) - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 7.00   | 15      | 54       | -30       | -32        |
'-------------------------------------------------------------------'
Wonder Woman tosses her tiara forward like a boomerang while up in the air. 
This attack cannot be Meter Burned like her ground forward tiara toss.

-- Demigoddess' Might (air) - d, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.00  | 15      | 39       | 21        | -14        |
'-------------------------------------------------------------------'
While in the air, Wonder Woman performs a dashing punch forward.

_______________________________________________________________________________
SPECIAL MOVES (SWORD)                                    W O N D E R  W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Shield Toss - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 7.00   | 17      | 27       | -2        | -4         |
'-------------------------------------------------------------------'
Wonder Woman tosses her shield forward like a boomerang.

-- Shield Toss - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 6       | 11       | 11        | 0          |
'-------------------------------------------------------------------'
Meter Burn Shield Toss will cause Wonder Woman's shield to hit on the way back.

-- Amalthea Bash - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 11      | 20       | 9         | -12        |
'-------------------------------------------------------------------'
Wonder Woman performs a shield ram forward.

-- Amalthea Bash - b, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 21      | 18       | 61        | 9          |
'-------------------------------------------------------------------'
Meter Burn Amalthea Bash will cause Wonder Woman to perform a second shield ram 
after the first.

-- Shield Strike - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.81   | 1       | 30       | -46       | -12        |
'-------------------------------------------------------------------'
Wonder Woman swings her shield forward for a close range shield attack that can 
also parry attacks.  Once parried, Wonder Woman will perform a sword strike.  
She can perform her sword strike parry with a M and H button tap for two extra 
hits.

-- Up Shield - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 7.00   | 17      | 27       | -3        | -4         |
'-------------------------------------------------------------------'

-- Down Shield (air) - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 17      | 49       | -25       | -25        |
'-------------------------------------------------------------------'
Wonder Woman tosses her shield diagonally upward while on the ground and 
diagonally downward while in the air.

_______________________________________________________________________________
SUPER MOVE                                               W O N D E R  W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Justice Javelin - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 37.85  | 126     | 39       | 20        | -13        |
'-------------------------------------------------------------------'
Wonder Woman rushes forward and hits her opponent with her shield then wraps 
her foe up with her lasso.  Two Amazonians appear and attack her opponent then 
Wonder Woman ends the combination with a forward pull with her lasso followed 
by an uppercut with her sword.

_______________________________________________________________________________
CHARACTER POWER                                          W O N D E R  W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Style Change - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 29       | N/A       | N/A        |
'-------------------------------------------------------------------'
Wonder Woman's character power allows her to equip her shield or lasso.  It is 
basically a style change like Nightwing's character power.

-- Air Dash - f, f or b, b
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'
Wonder Woman can dash forward or backward while in the air.

_______________________________________________________________________________
STRATEGY INFO                                            W O N D E R  W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Wonder Woman Forum on TestYourMight.com
http://www.testyourmight.com/forums/wonder-woman.238/

                       ___         _          _        _                 [DM25]
                      / __\  __ _ | |_  __ _ (_) _ __ | |
******************** /__\// / _` || __|/ _` || || '__|| | *********************
                    / \/  \| (_| || |_| (_| || || |   | |
******************* \_____/ \__,_| \__|\__, ||_||_|   |_| *********************
                                       |___/             

_______________________________________________________________________________
BASIC ATTACKS                                                     B A T G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Oracle Jab - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.50   | 7       | 11       | 28        | 0          |
'-------------------------------------------------------------------'

-- Chest Breaker - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.50   | 11      | 11       | 15        | -3         |
'-------------------------------------------------------------------'

-- Spin Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 13      | 15       | 49        | 3          |
'-------------------------------------------------------------------'

-- Low Blow - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 3.50   | 14      | 31       | 3         | -7         |
'-------------------------------------------------------------------'

-- Elbow Drop - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 3.00   | 15      | 14       | 9         | 0          |
'-------------------------------------------------------------------'

-- Straight Justice - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 15.50  | 30      | 24       | 77        | 8          |
'-------------------------------------------------------------------'

-- Final Fist - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.50   | 8       | 15       | 19        | -5         |
'-------------------------------------------------------------------'

-- Academic Pain - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.50  | 28      | 15       | 65        | 5          |
'-------------------------------------------------------------------'

-- Knee Buster - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.50   | 8       | 13       | 12        | 0          |
'-------------------------------------------------------------------'

-- Debonair Strike - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.50   | 9       | 27       | 66        | -14        |
'-------------------------------------------------------------------'

-- Crisis Kick - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 11      | 27       | 36        | -9         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                       B A T G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Flying Kick - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 6       | 12       | 6         | 22         |
'-------------------------------------------------------------------'

-- Double Down - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 6       | 14       | 14        | -7         |
'-------------------------------------------------------------------'

-- Bat-Boots - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 10      | 11       | 10        | 10         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                            B A T G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                    B A T G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Academic Pain - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Straight Justice - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                     B A T G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Oracle's Visions - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.30   | 6       | 12       | 19        | -3         |
'-------------------------------------------------------------------'

-- Miss Gordon - L, L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.96   | 14      | 10       | 22        | -3         |
'-------------------------------------------------------------------'

-- All Star - L, L, u + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 12      | 30       | 25        | -15        |
'-------------------------------------------------------------------'

-- No Man's Land - L, L, u + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.57   | 12      | 11       | 69        | 1          |
'-------------------------------------------------------------------'

-- Secret Identity - L, L, u + M, d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 1.71   | 13      | 28       | 18        | -8         |
'-------------------------------------------------------------------'

-- Foxy Origin - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | !8      | 24       | 55        | 5          |
'-------------------------------------------------------------------'

-- Gotham Knight-ess - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.33   | 7       | 14       | 11        | -4         |
'-------------------------------------------------------------------'

-- Red Handed - L, M, b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.77   | 18      | 8        | 67        | 1          |
'-------------------------------------------------------------------'

-- Ballad of Babs - L, M, b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 4.51   | 19      | 6        | 57        | -6         |
'-------------------------------------------------------------------'

-- Dressed to Thrill - b + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.22   | 13      | 17       | 67        | -2         |
'-------------------------------------------------------------------'

-- The Killing Joke - M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.38   | 12      | 11       | 23        | 2          |
'-------------------------------------------------------------------'

-- Pretty in Black - M, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 15      | 21       | 60        | -4         |
'-------------------------------------------------------------------'

-- Dark Secrets - M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.12   | 13      | 17       | 65        | -3         |
'-------------------------------------------------------------------'

-- Mentor's Method - b + M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.03   | 14      | 10       | 60        | 3          |
'-------------------------------------------------------------------'

-- No Joke - b + M, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.12   | 11      | 13       | 75        | -7         |
'-------------------------------------------------------------------'

-- The Hard Way - b + M, d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.85   | 11      | 6        | 30        | -6         |
'-------------------------------------------------------------------'

-- DeTangled - f + M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.38   | 9       | 11       | 20        | -2         |
'-------------------------------------------------------------------'

-- Noir Thrill - f + M, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.96   | 11      | 14       | 68        | -4         |
'-------------------------------------------------------------------'

-- Virus Purge - f + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 13      | 10       | 63        | -2         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                     B A T G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Smoke Bomb - d, d, H
-- Air Smoke Bomb - d, d, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.00  | 15      | 18       | 23        | -18        |
'-------------------------------------------------------------------'
Batgirl will disappear with a puff of smoke then zip down from above her foe 
with her grapple gun and then grab the opponent and kick off the opponent to 
knock the foe back.

-- Smoke Bomb - d, d, H (MB)
-- Air Smoke Bomb - d, d, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 67       | -67       | -67        |
'-------------------------------------------------------------------'
Meter Burn Smoke Bomb will cause Batgirl to stick the opponent with the grapple 
cable and leave the opponent hanging in air for a few seconds after she kicks 
off the foe.

-- Batarang - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 6.00   | 19      | -59      | -3        | -5         |
'-------------------------------------------------------------------'
Batgirl tosses a Batarang forward.

-- Batarang - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.41  | 12      | 30       | 19        | -9         |
'-------------------------------------------------------------------'
Meter Burn Batarang will cause Batgirl to toss three Batarangs toward the 
ground after the first toss.

-- Batarang - d, b, L (MB), u
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.84  | 12      | -57       | 38        | -9        |
'-------------------------------------------------------------------'
Press up after the Meter Burn Batarang will cause Batgirl to toss three 
Batarangs upwards after the first toss.

-- Flying Bat - d, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 6       | 26       | 58        | -17        |
'-------------------------------------------------------------------'
Batgirl performs an upward shoulder strike and hits her foe with her arm 
blades.

-- Flying Bat - d, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 9        | -9        | -9         |
'-------------------------------------------------------------------'
Meter Burn Flying Bat will make Batgirl return to the ground after the flying 
uppercut so that she may juggle her foe while the opponent falls from the first 
attack.

-- Redemption - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.51  | 24      | 15       | -8        | 1          |
'-------------------------------------------------------------------'
Batgirl lunges forward with a punch and then performs another five punches to 
knock her foe to the ground.

-- Redemption - b, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.47   | 22      | 20       | 80        | -5         |
'-------------------------------------------------------------------'
Meter Burn Redemption will cancel the final punch and make Batgirl perform an 
uppercut as the final hit of the punch sequence, which allows her to juggle the 
opponent on the way down.

-- Bat-Evade - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        |  0.00  | 0       | 16       | -16       | -16        |
'-------------------------------------------------------------------'
Batgirl does a spinning jump backwards.  From this evasion move, she can 
perform the moves listed below.

-- Flying Kick - L (during Bat Evade)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 10.00  | 10      | 27       | 47        | 9          |
'-------------------------------------------------------------------'
Batgirl tosses out a smoke bomb and performs a flying kick forward while in the 
air.

-- Scatter Bombs - M (during Bat Evade)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 12.00  | 14      | 60       | 15        | -39        |
'-------------------------------------------------------------------'
Batgirl tosses out a group of scatter bombs in front of her much like Batman's 
scatter bomb air move.

-- Dive Kick - H (during Bat Evade)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 3       | 15       | 40        | -15        |
'-------------------------------------------------------------------'
Batgirl tosses out a smoke bomb and performs a diving kick diagonally 
downwards.

-- Meter Burn - MB (during Bat Evade)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.00  | 9       | 18       | 23        | -27        |
'-------------------------------------------------------------------'
Tapping Meter Burn during the Bat-Evade will make Batgirl perform her air Smoke 
Bomb move.  Batgirl will disappear with a puff of smoke then zip down from 
above her foe with her grapple gun and then grab the opponent and kick off the 
opponent to knock the foe back.

-- Bat-Wheel - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 10.36  | 12      | 19       | 6         | -41        |
'-------------------------------------------------------------------'
Batgirl performs a cartwheel kick forward and hits the opponent twice and then 
she performs a spinning punch that hits her foe overhead.

-- Low Punch - d (during Bat-Wheel)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.66   | 18      | -18      | 36        | 18         |
'-------------------------------------------------------------------'
Tapping down while Batgirl performs her Bat-Wheel will make Batgirl end the 
move with a sweep instead of a spinning punch.

-- Side Kick - u (during Bat-Wheel)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 13.07  | 12      | -12      | 62        | 12         |
'-------------------------------------------------------------------'
Tapping up while Batgirl performs her Bat-Wheel will make Batgirl end the move 
with a forward kick instead of a spinning punch.

-- Bab's Bola - b, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 35      | -67      | 57        | 3          |
'-------------------------------------------------------------------'
Batgirl tosses out two batarangs with a cord around them that will coil around 
her opponent if it hits her foe and cause the opponent to remain tied up in 
place for a few seconds before the opponent can break free.

-- Bab's Bola - b, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 6.00   | 0       | -67      | -65       | -67        |
'-------------------------------------------------------------------'
Meter Burn Bab's Bola will make Batgirl detonate the batarangs.  The explosion 
will damage the opponent and cause the foe to fly into the air and allow 
Batgirl to juggle the opponent on the way down.  

_______________________________________________________________________________
SUPER MOVE                                                        B A T G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- High-Wire Act - FS + MB (in air)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 30.90  | 102     | 53       | 14        | -18        |
'-------------------------------------------------------------------'
Batgirl will strike forward with her electrified knuckles to stun her foe.  
After stunning the foe, she will take out a bat object and strap it to the 
opponent.  She will climb on the opponent back as two cables shoot of the bat 
object and attach to the ground below the opponent.  Batgirl will fire her 
grapple gun into the air and take her opponent into the air with her while the 
cables on the ground stretch.  While up high in the air with the moon in the 
background, Batgirl will release her opponent.  The foe will fall quickly to 
the ground as the cables retract and slam into the ground then Batgirl will 
fall on the foe with her foot blades.

_______________________________________________________________________________
CHARACTER POWER                                                   B A T G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Gotham's Gauntlets - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 0.00   | 0       | 36       | -36       | -36        |
'-------------------------------------------------------------------'
Pressing the S button will make Batgirl cycle between her punch blades and her 
electrified knuckles.  She will always start out with her punch blades.  Unlike 
other characters with weapon changes, Batgirl will still perform the same 
attacks with either weapon equipped.  Punch blades will make Batgirl take off 
the most damage with her normal attacks.  Electrified knuckles will cause her 
to take off less damage when the opponent is hit with an attack but the 
electrified knuckles will increase block damage per attack when her foe guards.

_______________________________________________________________________________
STRATEGY INFO                                                           L O B O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Lobo Forum on TestYourMight.com
http://www.testyourmight.com/forums/batgirl.375/


                             __         _                                [DM26]
                            / /   ___  | |__    ___ 
************************** / /   / _ \ | '_ \  / _ \ **************************
                          / /___| (_) || |_) || (_) |
************************* \____/ \___/ |_.__/  \___/ **************************

_______________________________________________________________________________
BASIC ATTACKS                                                           L O B O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Violent Jab - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 7       | 16       | 1         | -1         |
'-------------------------------------------------------------------'

-- Headhunter Hook - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 12      | 26       | 6         | -8         |
'-------------------------------------------------------------------'

-- Quick Cutter - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 11      | 31       | 2         | -9         |
'-------------------------------------------------------------------'

-- Shin Strike - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 10      | 24       | 11        | -9         |
'-------------------------------------------------------------------'

-- Czarnian Might - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 25      | 31       | 15        | -4         |
'-------------------------------------------------------------------'

-- One-Shot - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 30      | 32       | 73        | 12         |
'-------------------------------------------------------------------'

-- Butt Head - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 20      | 29       | 2         | -3         |
'-------------------------------------------------------------------'

-- Lock and Load - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 31      | 29       | 69        | 13         |
'-------------------------------------------------------------------'

-- Gut Buster - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 6       | 17       | 9         | -1         |
'-------------------------------------------------------------------'

-- Rising Hook - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 11      | 25       | 74        | -14        |
'-------------------------------------------------------------------'

-- Bad Trip - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 13      | 30       | 27        | -14        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                             L O B O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Flying Boot - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 28       | -2        | -14        |
'-------------------------------------------------------------------'

-- Space Kick - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 8       | 26       | 11        | -10        |
'-------------------------------------------------------------------'

-- Dawg Punch - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 9       | 28       | 49        | -6         |
'-------------------------------------------------------------------'

-- Party Crasher - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 9       | 28       | 49        | -6         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                                  L O B O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                          L O B O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Lock and Load - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- One-Shot - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                           L O B O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Mindless Violence - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 13      | 23       | 7         | 1          |
'-------------------------------------------------------------------'

-- Bad Boy - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 7       | 37       | 7         | -7         |
'-------------------------------------------------------------------'

-- Worthless Scum - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.12   | 23      | 23       | 57        | 6          |
'-------------------------------------------------------------------'

-- Lights Out - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 10      | 31       | 21        | 2          |
'-------------------------------------------------------------------'

-- Hired Gun - L, M, L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 9.03   | 13      | 22       | 10        | 10         |
'-------------------------------------------------------------------'

-- Feetal's Gizz - b + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.55   | 24      | 26       | 60        | 4          |
'-------------------------------------------------------------------'

-- Disemboweled - b + L, M, L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 8.12   | 26      | 34       | 4         | 1          |
'-------------------------------------------------------------------'

-- Skull Rider - M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.75   | 16      | 35       | 0         | -18        |
'-------------------------------------------------------------------'

-- Game Over - M, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 26      | 40       | 30        | -23        |
'-------------------------------------------------------------------'

-- Mister Machete - b + M, L + u
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.65   | 30      | 22       | 74        | -8         |
'-------------------------------------------------------------------'

-- Space Dolphins - f + M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 13      | 41       | 0         | -11        |
'-------------------------------------------------------------------'

-- Rampage - f + M, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 31      | 37       | 37        | -3         |
'-------------------------------------------------------------------'

-- The Last Czarnian - f + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 4.75   | 25      | 26       | 37        | -8         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                           L O B O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Spin Cycle - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 11.00  | 12      | 22       | 14        | 12         |
'-------------------------------------------------------------------'
Lobo grabs his opponent out of the air and swings the opponent then tosses his 
foe to the other side of the stage.

-- Spin Cycle - d, b, L (MB)
-- Spin Cycle - d, b, L (MB), b
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 14.00  | 0       | N/A      | -125      | -125       |
'-------------------------------------------------------------------'
Meter Burn Spin Cycle causes Lobo to swing the opponent even more and toss the 
opponent for greater damage.  Press back on the controller to make Lobo toss 
the opponent in the opposite direction.

NOTE: When you press back, press toward the direction that you grabbed the 
opponent from in order to throw the opponent forward.

-- Pump Shot - d, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 9.00   | 17      | 38       | 1         | -1         |
'-------------------------------------------------------------------'
Lobo takes out his shotgun and fires forward (high) with it.  If nuclear shells 
are loaded, Lobo will take off more damage and the blast will knock the 
opponent down.

-- Mid Pump Shot - d, f, L, b
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 6       | 41       | 2         | -9         |
'-------------------------------------------------------------------'
Lobo takes out his shotgun and fires forward (mid) with it.  If nuclear shells 
are loaded, Lobo will take off more damage and the blast will knock the 
opponent down.

-- Low Pump Shot - d, f, L, d
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 5       | 32       | 28        | -9         |
'-------------------------------------------------------------------'
Lobo takes out his shotgun and fires downward with it and knock the opponent 
down.  If nuclear shells are loaded, Lobo will take off more damage and the 
blast will bounce the opponent into the air for possible juggling.

-- Pump Shot - d, f, L (MB)
-- Mid Pump Shot - d, f, L, b (MB)
-- Low Pump Shot - d, f, L, d (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 16      | 29       | 34        | 2          |
'-------------------------------------------------------------------'
Meter Burn Pump Shot will make Lobo perform another shot forward after 
whichever of the shots he did first.  The second shot will always be directly 
forward.

-- Czarnian Toss - d, b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 19      | 27       | 28        | -11        |
'-------------------------------------------------------------------'
Lobo grabs the opponent by the leg and tosses his foe into the air behind him.

-- Czarnian Toss - d, b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 8.00   | 0       | 83       | -83       | -83        |
'-------------------------------------------------------------------'
Meter Burn Czarnian Toss causes Lobo to leap into the air after the throw and 
spike his opponent down to the ground for a ground bounce.

-- Space Hook - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 23      | 40       | 8         | -14        |
'-------------------------------------------------------------------'
Lobo strikes his chain forward and pulls his opponent in then blasts his foe 
with his shotgun.  If nuclear shells are loaded, the shotgun blast will take 
off greater damage.

-- Space Hook - d, b, M (MB)
-- Space Hook - d, b, M (MB), b
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 15.00  | 0       | 119      | -119      | -119       |
'-------------------------------------------------------------------'
Meter Burn Space Hook will cause Lobo to grab the opponent after pulling them 
in with the chain and toss the foe to the ground.  This only takes off 1% more 
than the normal version with nuclear shells loaded.

-- Low Space Hook - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 10.00  | 20      | 32       | 14        | -16        |
'-------------------------------------------------------------------'
Lobo strikes his chain forward and downward and grab the opponent around the 
leg then pull the foe to the ground as he pulls the opponent toward him.  Lobo 
will perform a stomp to the opponent's head.

-- Low Space Hook - d, b, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 8.00   | 0       | 106      | -106      | -106       |
'-------------------------------------------------------------------'
Meter Burn Low Space Hook will cause Lobo to perform an extra stomp after the 
first stomp once the opponent is on the ground near him.

-- Hook Charge - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.75   | 16      | 30       | 11        | -25        |
'-------------------------------------------------------------------'
Lobo strikes the ground in front of him with his chain and then pull himself 
forward and rams.

-- Hook Charge - b, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 12.00  | 8       | 26       | 44        | 3          |
'-------------------------------------------------------------------'
Meter Burn Hook Charge will make Lobo perform a faster ram forward after he 
pulls himself forward.  The ram will take off more damage.

_______________________________________________________________________________
SUPER MOVE                                                              L O B O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- The Main Man - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 32.80  | 126     | 47       | 1         | -14        |
'-------------------------------------------------------------------'
Lobo hits the opponent with his chain and then rams the opponent with his bike. 
While the foe is the air, Lobo shoots the opponent with his shotgun then laughs 
as the opponent falls to the ground behind his bike.  He steps on the gas and 
causes flames to shoot out of the back of his bike and burn his foe.  Lobo 
flips off the opponent that is being burned shortly before he takes off forward 
with his bike.  The flame burst knocks the opponent to the other side of the 
stage.

_______________________________________________________________________________
CHARACTER POWER                                                         L O B O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Nuclear Shells - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 49       | N/A       | N/A        |
'-------------------------------------------------------------------'
Each time Lobo fires his shotgun with ANY attack that uses the shotgun, he will 
fire off nuclear shells.  The gun icon will be glowing near Lobo's super bar 
when it is equipped with nuclear shells.  The shotgun will take off greater 
damage when Lobo fires with nuclear shells loaded.

Lobo must reload his shotgun with nuclear shells each time he fire or else he 
will only fire out a normal blast that will take less damage.  Nuclear shells 
will often knock down the opponent or make the foe bounce.  ANY special moves, 
combo attack or basic attack that involve a shotgun blast will use the nuclear 
shells and take off more damage if they are loaded.  Even his throw will take 
off more damage with nuclear shells in the chamber of his gun.

_______________________________________________________________________________
STRATEGY INFO                                                           L O B O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Lobo Forum on TestYourMight.com
http://www.testyourmight.com/forums/lobo.374/


                                        _    _                           [DM27]
                    /\/\    __ _  _ __ | |_ (_)  __ _  _ __  
****************** /    \  / _` || '__|| __|| | / _` || '_ \ ******************
                  / /\/\ \| (_| || |   | |_ | || (_| || | | |
                  \/    \/ \__,_||_|    \__||_| \__,_||_| |_|
                                   _                    _              
              /\/\    __ _  _ __  | |__   _   _  _ __  | |_  ___  _ __ 
             /    \  / _` || '_ \ | '_ \ | | | || '_ \ | __|/ _ \| '__|
            / /\/\ \| (_| || | | || | | || |_| || | | || |_|  __/| |   
*********** \/    \/ \__,_||_| |_||_| |_| \__,_||_| |_| \__|\___||_| **********

_______________________________________________________________________________
BASIC ATTACKS                                  M A R T I A N  M A N H U N T E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Space Punch - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 8       | 23       | 2         | -7         |
'-------------------------------------------------------------------'

-- Alien Jab - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 12      | 22       | 14        | -6         |
'-------------------------------------------------------------------'

-- Mars Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 10      | 28       | 41        | -2         |
'-------------------------------------------------------------------'

-- Ankle Breaker - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 11      | 21       | 13        | -6         |
'-------------------------------------------------------------------'

-- Martian Slam - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 18      | 37       | 20        | -19        |
'-------------------------------------------------------------------'

-- Trauma Punch - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 12.45  | 29      | 24       | 65        | 10         |
'-------------------------------------------------------------------'

-- Ravage Blow - f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 5       | 16       | 3         | 0          |
'-------------------------------------------------------------------'

-- Heel Drop - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 11      | 18       | 41        | -3         |
'-------------------------------------------------------------------'

-- Powering Overhead - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 30      | 18       | 62        | 8          |
'-------------------------------------------------------------------'

-- Quick Pain - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 6       | 15       | 11        | -1         |
'-------------------------------------------------------------------'

-- Double Punch - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 7       | 26       | 53        | -10        |
'-------------------------------------------------------------------'

-- Mental Trip - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 12      | 27       | 9         | -13        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                  M A R T I A N  M A N H U N T E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Martian Grab - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 10.00  | 13      | 23       | 18        | -10        |
'-------------------------------------------------------------------'
Martian Manhunter grabs forward while extending his arm (low grab).  If he 
grabs his opponent's leg, he will slam the foe into the ground behind him.

-- Martian Grab - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 6.00   | 0       | N/A      | 32        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Martian Grab will cause Martian Manhunter to slam his opponent with 
greater force making the opponent bounce off the ground and set the opponent up 
for juggling after the slam.

-- Psyche Orb - d, f, L
-- Close Psyche Orb - d, f, L, b
-- Mid Psyche Orb - d, f, L, f
-- Far Psyche Orb - d, f, L, u
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 13      | 43       | 47        | 35         |
'-------------------------------------------------------------------'
Martian Manhunter forms an orb of telekinetic energy that detonates after a few 
seconds.  The orb will damage the opponent if that character stands near the 
orb when it detonates.

-- Psyche Orb - d, f, L (MB)
-- Close Psyche Orb - d, f, L, b (MB)
-- Mid Psyche Orb - d, f, L, f (MB)
-- Far Psyche Orb - d, f, L, u (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 11      | 43       | 68        | 25         |
'-------------------------------------------------------------------'
Meter Burn Psyche Orb will make Martian Manhunter create a more powerful 
telekinetic orb that will detonate on contact with the opponent or explode 
after a few seconds.  The Meter Burn version of the orb has a reddish color and 
last longer than the normal Psyche Orb.

-- Alien Pillar - d, b, M
-- Close Alien Pillar - d, b, M, b
-- Far Alien Pillar - d, b, M, f
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.00   | 22      | 31       | 45        | -17        |
'-------------------------------------------------------------------'
Martian Manhunter holds up one of his hands and summons a gust of telekinetic 
energy from the ground.  This telekinetic energy will cause the opponent to 
bounce upwards if it hits.

-- Alien Pillar - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 12      | 24       | 70        | 0          |
'-------------------------------------------------------------------'
Meter Burn Alien Pillar will cause Martian Manhunter to hold up both of his 
hands and unleash a gust of telekinetic energy that will move out of the ground 
below the opponent.  This version will appear below the ground wherever the 
opponent currently stands and bounces the opponent very slightly higher than 
the normal version.

-- Full Alien Pillar - d, b, M, u
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.00   | 22      | 31       | 45        | -17        |
'-------------------------------------------------------------------'
By pressing up after performing the Alien Pillar move, the gust of telekinetic 
energy will appear on the ground a full screen away from Martian Manhunter.

-- Telekinetic Strike - d, d, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.00   | 29      | 18       | 16        | -9         |
'-------------------------------------------------------------------'
Martian Manhunter holds up his hand and sends down a focused bolt of 
telekinetic energy down to the ground in front of him.

-- Telekinetic Strike - d, d, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 10.00  | 13      | 6        | 21        | 4          |
'-------------------------------------------------------------------'
Meter Burn will cause three bolts of telekinetic energy to fall down from the 
air above the opponent.  Martian Manhunter is basically performing all three 
types of Telekinetic Strikes at once.

-- Close Telekinetic Strike - d, d, M, b
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.00   | 29      | 18       | 13        | -9         |
'-------------------------------------------------------------------'
The telekinetic bolt lands near Martian Manhunter.

-- Far Telekinetic Strike - d, d, M, f
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.00   | 29      | 18       | 21        | -4         |
'-------------------------------------------------------------------'
The telekinetic bolt lands on the ground at the other side of the screen.

-- Psionic Push - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.00   | 14      | 32       | 44        | -6         |
'-------------------------------------------------------------------'
Martian Manhunter charges his telekinetic energy and sends out a short-range 
blast in front of him as he holds up his hand.  This blast will knock the 
opponent to the other side of the screen.

-- Psionic Push - b, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 6.40   | 0       | N/A      | 14        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Psionic Blast will cause Martian Manhunter to teleport into the air 
after the Psionic Push hits and then knock his opponent to the ground with a 
powerful punch.

-- Phase Charge - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.70   | 23      | 38       | 50        | -19        |
'-------------------------------------------------------------------'
Martian Manhunter dashes forward and phases out then cause the opponent to 
phase out and fall out of the air if this move hits.

-- Phase Charge - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 9.69   | 0       | N/A      | 60        | N/A        |
'-------------------------------------------------------------------'
Besides taking more damage, the Meter Burn Phase Charge will cause the opponent 
to fall out of the air slowly and open the foe up to juggling after the Phase 
Charge.

-- Phase Assault - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 28      | 36       | 56        | -36        |
'-------------------------------------------------------------------'
Martian Manhunter phases into the ground and reappears below his opponent then 
uppercuts the foe into the air.  This allows for juggling as the opponent falls 
if the uppercut hits.

-- Phase Assault (air) - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 28      | 36       | 23        | -36        |
'-------------------------------------------------------------------'
Martian Manhunter can perform his Phase Assault in the air.

-- Downward Phase Assault - d, b, H, d
-- Downward Phase Assault (air) - d, b, H, d
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.00   | 26      | 36       | 43        | -8         |
'-------------------------------------------------------------------'
By pressing up directly after performing the Phase Assault, Martian Manhunter 
will teleport into the air above his opponent and then perform a downward punch 
from the air - notice that this move is overhead.  It can be done on the ground 
or in the air just like the normal phase assault.

_______________________________________________________________________________
COMBO ATTACKS                                  M A R T I A N  M A N H U N T E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-- Shattered Psyche - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 10      | 17       | 2         | -2         |
'-------------------------------------------------------------------'

-- Ravaged World - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 18      | 25       | 35        | 2          |
'-------------------------------------------------------------------'

-- Alien Invasion - L, L, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.71   | 13      | 34       | 35        | -28        |
'-------------------------------------------------------------------'

-- Sole Survivor - f + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 11      | 19       | 16        | -5         |
'-------------------------------------------------------------------'

-- Big Green Buddy - f + L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.32   | 28      | 21       | 47        | 1          |
'-------------------------------------------------------------------'

-- Light to the Light - b + L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.55   | 13      | 29       | 45        | 1          |
'-------------------------------------------------------------------'

-- Darkness in the Heart - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 15      | 21       | 14        | -1         |
'-------------------------------------------------------------------'

-- Stranded - M, M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.12   | 22      | 18       | 12        | -4         |
'-------------------------------------------------------------------'

-- Extraterrestrial - M, M, b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 31      | 24       | 54        | 4          |
'-------------------------------------------------------------------'

-- Zero Hour - b + M, H, H, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 8.47   | 13      | 32       | 25        | -6         |
'-------------------------------------------------------------------'

-- Clear Mind - f + M, d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.30   | 18      | 26       | 15        | -10        |
'-------------------------------------------------------------------'

-- Reckoning - f + M, u + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.50   | 16      | 26       | 45        | -14        |
'-------------------------------------------------------------------'

-- Bloodwynd - f + M, u + L, L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 7.69   | 10      | 45       | 0         | -11        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                    M A R T I A N  M A N H U N T E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-- Sole Crush - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 7       | 14       | 7         | 23         |
'-------------------------------------------------------------------'

-- Flying Fist - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 8       | 21       | 12        | -9         |
'-------------------------------------------------------------------'

-- Air Claw - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 8       | 27       | 49        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                         M A R T I A N  M A N H U N T E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 13        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 13        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                 M A R T I A N  M A N H U N T E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Powering Overhead - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Trauma Punch - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SUPER MOVE                                     M A R T I A N  M A N H U N T E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Son of Mars - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 33.75  | 19      | 33       | 0         | -17        |
'-------------------------------------------------------------------'
Martian Manhunter punches forward with both of hands.  If the hit is 
successful, both characters teleport to Mars.  Martian Manhunter changes into 
his opponent then punches the opponent twice - once from the front and then 
another punch from the back.  Martian Manhunter uppercuts the dazed foe into 
the air and then grows and meets the opponent into the air with two rocks in 
each hand then smashes his foe in between the two rocks.  The opponent falls 
back down to the arena floor once teleported back.

_______________________________________________________________________________
CHARACTER POWER                                M A R T I A N  M A N H U N T E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Alien Mobility - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | 0       | 0        | 0         | N/A        |
'-------------------------------------------------------------------'
Martian Manhunter's eyes glow red and any attack that is performed will make 
his limbs stretch out further to make his attacks cover a greater distance.  
His arms and legs will stretch during each normal attack performed for a 
limited time.

-- Air Dash - f, f or b, b
-- Air Dash - f, f or b, b (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'
Martian Manhunter can dash while in the air.  If the Meter Burn button is 
pressed following an air dash, Martian Manhunter will perform an extra dash 
afterwards at the cost of one bar of meter.  He can keep chaining Meter Burn 
dashes after an air dash so long as he has enough meter to Meter Burn.  Keep in 
mind that he can only Meter Burn an AIR DASH, not a ground dash.

_______________________________________________________________________________
STRATEGY INFO                                  M A R T I A N  M A N H U N T E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Martian Manhunter Forum on TestYourMight.com
http://www.testyourmight.com/forums/martian-manhunter.389/


                  __                           _                         [DM28]
                 / _\  ___  ___   _ __  _ __  (_)  ___   _ __  
**************** \ \  / __|/ _ \ | '__|| '_ \ | | / _ \ | '_ \ ****************
                 _\ \| (__| (_) || |   | |_) || || (_) || | | |
**************** \__/ \___|\___/ |_|   | .__/ |_| \___/ |_| |_| ***************
                                       |_|                     
_______________________________________________________________________________
BASIC ATTACKS                                                   S C O R P I O N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Cross Punch - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 2.00   | 6       | 14       | 3         | -1         |
'-------------------------------------------------------------------'

-- Neck Chop - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 9       | 22       | 14        | -6         |
'-------------------------------------------------------------------'

-- Hell Spin - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 18      | 15       | 22        | 9          |
'-------------------------------------------------------------------'

-- Shin Blast - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 16      | 25       | 0         | -9         |
'-------------------------------------------------------------------'

-- Axe Kick - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 9.00   | 25      | 25       | 52        | -7         |
'-------------------------------------------------------------------'

-- Inner Power - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 29      | 27       | 51        | 4          |
'-------------------------------------------------------------------'

-- Lethal Legs - f + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 8       | 22       | -4        | -8         |
'-------------------------------------------------------------------'

-- Doom Slice - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 15      | 25       | 11        | -9         |
'-------------------------------------------------------------------'

-- Blade Overhead - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 31      | 25       | 54        | 6          |
'-------------------------------------------------------------------'

-- Punishing Jab - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 8       | 14       | 12        | -1         |
'-------------------------------------------------------------------'

-- Toasty Poke - df + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 2.00   | 6       | 13       | 10        | 0          |
'-------------------------------------------------------------------'

-- Uppercut Fury - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 10      | 24       | 74        | -14        |
'-------------------------------------------------------------------'

-- Front Sweep - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 9       | 27       | 26        | -8         |
'-------------------------------------------------------------------'

-- Gut Pain - df + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.00   | 9       | 24       | 4         | -9         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                   S C O R P I O N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Bloody Spear - b, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 8.60   | 14      | -24      | 35        | -35        |
'-------------------------------------------------------------------'
Scorpion tosses out a spear to hook his opponent.  The hook will take damage if 
it hits and Scorpion will reel in his opponent then perform a flaming uppercut 
to hit his foe.

-- Bloody Spear - b, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 0       | 12       | 71        | -12        |
'-------------------------------------------------------------------'
Meter Burn Bloody Spear will make Scorpion cancel his flaming uppercut and 
allow a player to combo the opponent after Scorpion reels in his foe after the 
spear impale.

-- Hell Fire - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 6.00   | 26      | 32       | -1        | N/A        |
'-------------------------------------------------------------------'
Scorpion summons an unblockable flame from below his opponent that will burn 
his opponent if the foe stands in place.

-- Hell Fire - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 9.00   | 5       | 32       | -1        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Hell Fire will cause Scorpion to summon an even bigger flame that 
will take more damage and reduce the startup animation for this move.  This 
move can hit a player that is on the ground after a knockdown (OTG (Off the 
Ground).

-- Teleport Punch - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 23      | 11       | 26        | -21        |
'-------------------------------------------------------------------'
Scorpion jumps out of the screen behind him then teleports behind his opponent 
and punches the opponent from behind while landing.

-- Teleport Punch - d, b, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.25   | 7       | 21       | 59        | 9          |
'-------------------------------------------------------------------'
Meter Burn Teleport Punch will cause Scorpion to perform an elbow followed by 
an uppercut after the teleport.  Meter Burning the move will reduce the startup 
animation for it.

-- Teleport Punch (air) - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 25      | 11       | 24        | -26        |
'-------------------------------------------------------------------'
While in the air, Scorpion jumps out of the screen behind him then teleports 
behind his opponent and punches the opponent from behind while landing.  The 
main difference here is that Scorpion falls from the air down toward his 
opponent while jump punching his foe.

-- Teleport Punch (air) - d, b, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.25   | 7       | 21       | 59        | 9          |
'-------------------------------------------------------------------'
Meter Burn Teleport Punch (air) will cause Scorpion to perform an elbow 
followed by an uppercut after the teleport.  Scorpion will teleport back to the 
ground to perform the elbow and uppercut.

-- Leg Takedown - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 10.00  | 15      | 46       | 16        | -21        |
'-------------------------------------------------------------------'
Scorpion will slide toward his opponent then take them to the ground with his 
legs.

-- Flip Kick - d, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 10      | 19       | 31        | -1         |
'-------------------------------------------------------------------'
Scorpion performs a back flip while kicking upwards with his flaming feet.

-- Air Throw - d + T (in the air)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Unblockable| 9.00   | 8       | 4        | 25        | 10         |
'-------------------------------------------------------------------'
Scorpion grabs his foe while in the air then tosses the foe to the ground.  
This is an actual air grab that can only be done in the air.  It can be added 
to a combo.

_______________________________________________________________________________
COMBO ATTACKS                                                   S C O R P I O N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Eternal Vengeance - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 14      | 18       | 18        | 3          |
'-------------------------------------------------------------------'

-- Torment - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 14      | 21       | 15        | -3         |
'-------------------------------------------------------------------'

-- Damnation - L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 14      | 25       | 56        | -1         |
'-------------------------------------------------------------------'

-- Burning Soul - f + L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 10      | 20       | -1        | 0          |
'-------------------------------------------------------------------'

-- Dead End - f + L, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 12      | 22       | 36        | 8          |
'-------------------------------------------------------------------'

-- Bloodbath - b + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.65   | 8       | 28       | 52        | -12        |
'-------------------------------------------------------------------'

-- Underworld - M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 10      | 15       | 19        | 5          |
'-------------------------------------------------------------------'

-- Brimstone - M, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 8.12   | 15      | 39       | 21        | -6         |
'-------------------------------------------------------------------'

-- Gravedigger - M, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 6.65   | 14      | 28       | 19        | 4          |
'-------------------------------------------------------------------'

-- Doom Blade - f + M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 14      | 43       | -8        | -18        |
'-------------------------------------------------------------------'

-- Soulless - f + M, M, d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.32   | 13      | 26       | 37        | -11        |
'-------------------------------------------------------------------'

-- Revenge - f + M, M, u + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.09   | 13      | 36       | 21        | -12        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                     S C O R P I O N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Flying Revenge - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 17       | 5         | -7         |
'-------------------------------------------------------------------'

-- Painless Slam - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 8       | 21       | 18        | -3         |
'-------------------------------------------------------------------'

-- Souless Slice - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 8       | 21       | 55        | 1          |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                          S C O R P I O N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 19        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 19        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                  S C O R P I O N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Blade Overhead - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Inner Power - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SUPER MOVE                                                      S C O R P I O N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Welcome to the Netherrealm - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 33.75  | 133     | 36       | 14        | -7         |
'-------------------------------------------------------------------'
Scorpion kicks his opponent from behind and teleports him and his foe to the 
Netherrealm.  While him and his foe are on an island made of hard rocks in the 
middle of a pool of lava, Scorpion holds up his arms to summon to rocks pillars 
on each side of the island.  He shoots out two spears to grab his opponent then 
sends out two fire waves along the spears to burn his foe.  Scorpion slams his 
opponent into the left rock pillar then into the right rock pillar and then 
slams the foe to the rock floor as they both teleport back to the arena.

_______________________________________________________________________________
CHARACTER POWER                                                 S C O R P I O N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Shroud of Flames - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.00   | 24      | 0        | 22        | -4         |
'-------------------------------------------------------------------'
Scorpion summons flames that surround his upper torso.  The flames make an 
explosion at first that can hit a close opponent and the flames will damage an 
opponent that is near Scorpion anytime after that until the flames extinguish 
after a few seconds.  The flames will hit a close range opponent and they are 
unblockable.  This character power can actually be used to chain some attack 
combinations - you can perform it in the middle of a combo to link it.

_______________________________________________________________________________
STRATEGY INFO                                                   S C O R P I O N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Scorpion Forum on TestYourMight.com
http://www.testyourmight.com/forums/scorpion.376/

                  _____        _                                         [DM29]
                 / _  /  __ _ | |_  __ _  _ __   _ __    __ _ 
**************** \// /  / _` || __|/ _` || '_ \ | '_ \  / _` | ****************
                  / //\| (_| || |_| (_| || | | || | | || (_| |
**************** /____/ \__,_| \__|\__,_||_| |_||_| |_| \__,_| ****************

Want to see a Zatanna section in my guide.  I usually buy a character JUST so I 
can add that character's section to my guide but I'm not this time since I 
don't have the spare money.  If you want to see Zatanna here then buy her for 
me.  Send $5 to my Paypal address and I will add her.

Paypal Address: berserker_kev@yahoo.com
I also have a Paypal link on the right hand side of my blog as you scroll down: 
www.berserkersblog.blogspot.com
_______________________________________________________________________________
BASIC ATTACKS                                                     Z A T A N N A
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
AIR ATTACKS                                                       Z A T A N N A
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
THROWS                                                            Z A T A N N A
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
BOUNCE CANCELS                                                    Z A T A N N A
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
COMBO ATTACKS                                                     Z A T A N N A
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
SPECIAL MOVES                                                     Z A T A N N A
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
SUPER MOVE                                                        Z A T A N N A
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
CHARACTER POWER                                                   Z A T A N N A
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
STRATEGY INFO                                                     Z A T A N N A
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

                               _____          _                          [DM30]
                              / _  / ___   __| |
***************************** \// / / _ \ / _` | ******************************
                               / //\ (_) | (_| |
***************************** /____/\___/ \__,_| ******************************
_______________________________________________________________________________
BASIC ATTACKS                                                             Z O D
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Super Jab - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 3.00   | 9       | 9        | 11        | 7          |
'-------------------------------------------------------------------'

-- Low Blow - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 0.00   | 11      | 25       | 0         | -9         |
'-------------------------------------------------------------------'

-- Crisis Kick - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 9.00   | 10      | 23       | 29        | 2          |
'-------------------------------------------------------------------'

-- Leg Breaker - b + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 3.00   | 12      | 27       | 0         | -11        |
'-------------------------------------------------------------------'

-- Rifle Smash - b + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 20      | 35       | -1        | -15        |
'-------------------------------------------------------------------'

-- Round House - b + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 33      | 26       | 52        | 5          |
'-------------------------------------------------------------------'

-- Quick Trip - f + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 15      | 12       | 22        | -3         |
'-------------------------------------------------------------------'

-- Downward Slam - f + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 31      | 12       | 65        | 12         |
'-------------------------------------------------------------------'

-- Low Punch - d + L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 7       | 10       | 16        | -1         |
'-------------------------------------------------------------------'

-- Flying Fist - d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 11      | 21       | 55        | -10        |
'-------------------------------------------------------------------'

-- Shin Kick - d + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 7.00   | 15      | 29       | 20        | -11        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
AIR ATTACKS                                                               Z O D
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-- Jump Kick - L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.00   | 5       | 20       | 0         | -12        |
'-------------------------------------------------------------------'

-- Elbow Drop - M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 6       | 26       | 13        | -8         |
'-------------------------------------------------------------------'

-- Double Down - H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 11.00  | 13      | 26       | 51        | -4         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
THROWS                                                                    Z O D
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Forward Throw - f + T or f + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

-- Reverse Throw - T or b + L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Throw      | 11.00  | 10      | 21       | 14        | -5         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
BOUNCE CANCELS                                                            Z O D
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Downward Slam - f, f, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

-- Round House - b, b, MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
'-------------------------------------------------------------------'

_______________________________________________________________________________
COMBO ATTACKS                                                             Z O D
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-- Military Leader - L, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 12      | 21       | 8         | -3         |
'-------------------------------------------------------------------'

-- The Last Days - L, L, d + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 6.32   | 19      | 18       | 20        | 5          |
'-------------------------------------------------------------------'

-- Absolute Power - L, L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 19      | 21       | 11        | -5         |
'-------------------------------------------------------------------'

-- Supreme Ruler - L, L, M, L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 3.64   | 17      | 38       | 48        | -8         |
'-------------------------------------------------------------------'

-- Phantom Survivor - L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 15      | 27       | 0         | -6         |
'-------------------------------------------------------------------'

-- Impossible - L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 12      | 33       | 13        | -7         |
'-------------------------------------------------------------------'

-- The Hunter - b + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.85   | 16      | 23       | 21        | -8         |
'-------------------------------------------------------------------'

-- Darkness Reign - b + L, M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.32   | 16      | 24       | 36        | -7         |
'-------------------------------------------------------------------'

-- High Command - M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 2.00   | 12      | 19       | 14        | 6          |
'-------------------------------------------------------------------'

-- Betrayal - M, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 4.75   | 11      | 27       | 51        | -8         |
'-------------------------------------------------------------------'

-- The Glory of Krypton - M, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 0.00   | 12      | -14      | 20        | 1          |
'-------------------------------------------------------------------'

-- You Will Fall - M, M, L + H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.25   | 17      | 37       | 48        | -8         |
'-------------------------------------------------------------------'

-- Fallen Kryptonian - f + M, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 1.90   | 12      | 26       | 19        | -6         |
'-------------------------------------------------------------------'

-- I Will Kill You - f + M, L, u + M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 18      | 35       | 52        | -20        |
'-------------------------------------------------------------------'

-- You Are A Fool! - f + M, L, u + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.05   | 8       | 35       | 27        | -19        |
'-------------------------------------------------------------------'

-- Tyrant - f + M, L, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.51   | 14      | 26       | 46        | -4         |
'-------------------------------------------------------------------'

-- Fallen General - b + M, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.50   | 15      | 22       | 62        | 2          |
'-------------------------------------------------------------------'

-- I Always Win - d + L, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 4.75   | 13      | 15       | 20        | -1         |
'-------------------------------------------------------------------'

_______________________________________________________________________________
SPECIAL MOVES                                                             Z O D
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Side Arm - b, f, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 6.00   | 19      | 2        | 15        | -14        |
'-------------------------------------------------------------------'
Zod takes out his plasma run and fires a plasma burst forward.

-- Side Arm - b, f, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 6.83   | 11      | -13      | 26        | 1          |
'-------------------------------------------------------------------'
Meter Burn Side Arm will make Zod fire out two additional plasma blasts.

-- Kryptonian Rifle - d, b, L
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 35      | -100     | 57        | -31        |
'-------------------------------------------------------------------'
Zod takes out his rifle and fired forth a blast of energy that bounce the 
opponent if it hits.

-- Kryptonian Rifle - d, b, L (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.70   | 2       | -555     | 49        | -14        |
'-------------------------------------------------------------------'
Meter Burn will make Zod fire out two additional blast diagonally upwards. With 
the basic speed of fire, these will juggle a long range opponent.

-- Fast Kryptonian Rifle - d, b, L, f
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 35      | -556     | 57        | -32        |
'-------------------------------------------------------------------'
Zod will fire out a fast energy blast from his rifle.

-- Fast Kryptonian Rifle - d, b, L, f (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.70   | 2       | -555     | 49        | -16        |
'-------------------------------------------------------------------'
Meter Burn Fast Kryptonian Rifle will cause Zod to fire out two additional fast 
energy blasts.  Like the normal speed projectile, this will cause his opponent 
to bounce on all blast from long range.

-- Slow Kryptonian Rifle - d, b, L, b
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 35      | -556     | 57        | -32        |
'-------------------------------------------------------------------'
Zod will fire out a flow energy blast from his rifle.

-- Slow Kryptonian Rifle - d, b, L, b (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.70   | 2       | -555     | 49        | -14        |
'-------------------------------------------------------------------'
Meter Burn Slow Kryptonian Rifle will cause Zod to fire out two additional slow 
energy blasts.  Unlike the other two speeds, the slow version will not juggle 
an opponent from long range, but it will juggle an opponent for all three blast 
from close range.

-- Kryptonian Rifle (air) - d, b, L
-- Fast Kryptonian Rifle (air) - d, b, L, f
-- Slow Kryptonian Rifle (air) - d, b, L, b
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| High       | 7.00   | 22      | -563     | 64        | -18        |
'-------------------------------------------------------------------'
Zod takes out his rifle while in the air and fires an energy blast directly 
forward.  The speed of the blast can be changed just like the ground version.

-- Kryptonian Rifle (air) - d, b, L (MB)
-- Fast Kryptonian Rifle (air) - d, b, L, f (MB)
-- Slow Kryptonian Rifle (air) - d, b, L, b (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 5.70   | 4       | -47      | 58        | 12         |
'-------------------------------------------------------------------'
Meter Burn Kryptonian Rifle in the air will cause Zod to fire out two 
additional energy blast diagonally toward the ground.  Just like the ground 
version, the air meter burn version can juggle an opponent for multiple blasts.

-- Zod Charge - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 19      | 14       | 10        | -15        |
'-------------------------------------------------------------------'
Zod flies forward and grab his opponent then flies into the air and slams his 
foe to the ground.

-- Zod Charge - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 15.00  | 0       | 131      | 10        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Zod Charge will cause Zod to cling onto his opponent after the slam 
and punch the foe in the face two times then knock the opponent away with a 
heat vision blast.

-- Zod Charge (air) - b, f, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 11.00  | 1       | 46       | 14        | -39        |
'-------------------------------------------------------------------'
Zod Charge in the air is basically the same as it is on the ground except Zod 
will start the move in the air.  He will still grab the opponent then slam the 
foe to the ground.

-- Zod Charge (air) - b, f, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 15.00  | 0       | 131      | 10        | N/A        |
'-------------------------------------------------------------------'
Meter Burn Zod Charge in the air is the same as it is on the ground as well 
basically.  Zod will slam the opponent into the ground the punch his foe twice 
in the head shortly before blast the opponent away with his heat vision.

-- Ground Blast - d, b, M
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 26      | 27       | 3         | -18        |
'-------------------------------------------------------------------'
Zod fires out his heat vision toward the ground and creates a small explosion 
that can bounce his foe into the air.  All versions of Ground Blast can be 
charged (hold the button) for some slight delay in the explosion.  While 
charging, Zod can cancel the blast by dashing forwards or backwards.  This hits 
low, so be sure to block low.

-- Ground Blast - d, b, M (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 10.61  | 15      | 10       | 15        | 15         |
'-------------------------------------------------------------------'
Meter Burn will cause Zod to keep his heat vision focused on the ground after 
the fire explosion and then move it forward to create several more explosions 
after the first.  If this hits, the first few explosions will hit the opponent 
in sequence and then the final blast will bounce the foe.  This move can be 
delayed by holding the button just like the normal version.

-- Close Ground Blast - d, b, M, b
-- Far Ground Blast - d, b, M, f
-- Very Far Ground Blast - d, b, M, u
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 5.00   | 8       | 27       | 3         | -18        |
'-------------------------------------------------------------------'
Zod can control the range of his Ground Blast by pressing forward or backwards 
after performing the command.

-- Close Ground Blast - d, b, M, b (MB)
-- Far Ground Blast - d, b, M, f (MB)
-- Very Far Ground Blast - d, b, M, u
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Low        | 10.61  | 15      | 10       | 15        | 15         |
'-------------------------------------------------------------------'
Zod can control the range of the Meter Burn version of his Ground Blast just 
like the normal version.

-- Phantom Strike - b, f, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 7.00   | 13      | 41       | 52        | -1         |
'-------------------------------------------------------------------'
Zod steps forward with a palm strike that unleashes Phantom Zone energy from 
his gauntlet that will knock his opponent to the ground.

-- Phantom Strike - b, f, H (MB)
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 10.45  | 0       | 137      | -137      | N/A        |
'-------------------------------------------------------------------'
Meter Burn Phantom Strike will make Zod step forward with a more powerful 
Phantom Zone energy blast that will trap his opponent in the Phantom Zone. Zod 
will strike the Phantom Zone crystal with a punch afterwards and send his foe 
flying to the other side of the screen.

-- General Parry - d, b, H
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 12.00  | 3       | 20       | 13        | N/A        |
'-------------------------------------------------------------------'
Zod swings his arm forward in an attempt to parry his opponent's high or mid 
attack.  For a punch parry, Zod will grab his opponent's arm and turn the 
opponent around then kick his foe in the leg and twist the opponent's arm 
shortly before kicking the foe down to the ground.  For a kick parry, Zod will 
grab his opponent's leg then smash his elbow into the middle of his foe's leg 
and then punch the foe to the other side of the arena.

_______________________________________________________________________________
SUPER MOVE                                                                Z O D
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Galactic Destruction - FS + MB
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 35.00  | 12      | 46       | 14        | -18        |
'-------------------------------------------------------------------'
Zod flies diagonally up into the air and grabs his opponent.  If successful, 
Zod will carry his foe into space and slam his opponent all the way through the 
moon to the other side.  Zod will meet his foe on the other side of the moon 
and then blast the foe with heat vision to send the opponent back down to 
Earth.

_______________________________________________________________________________
CHARACTER POWER                                                           Z O D
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Phantom Wraith - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| N/A        | 0.00   | 5       | N/A      | 0         | N/A        |
'-------------------------------------------------------------------'
Zod will use his gauntlet to call forth a Phantom Wraith from the Phantom Zone. 
The Phantom Wraith will teleport into the area behind his foe.  Zod can only 
control the Phantom Wraith while Zod is not being hit by an attack or grounded.

-- Wraith Slash - S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Mid        | 5.00   | 13      | N/A      | 1         | N/A        |
'-------------------------------------------------------------------'
The Phantom Wraith will slash forward and hit Zod's opponent.

-- Wraith Grab d, f, S or d, b, S
.-------------------------------------------------------------------.
| Properties | Damage | Startup | Recovery | Advantage | Advantage  |
|            |        |         |          | on Hit    | if Guarded |
+===================================================================+
| Overhead   | 7.00   | 13      | N/A      | 1         | N/A        |
'-------------------------------------------------------------------'
The Phantom Wraith will grab Zod's foe and then bite the opponent from behind.

_______________________________________________________________________________
STRATEGY INFO                                                             Z O D
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-- Zod Forum on TestYourMight.com
http://www.testyourmight.com/forums/zod.383/


===============================================================================
                                    _______                              [BM00]
                                   |_____  |
                                    _____| |
                                   |_____  |
                                    _____| |
                                   |_______|
                         B R I E F  M O V E  L I S T
===============================================================================

This section list all the moves for each fighter as briefly as possibly.  There 
are no descriptions here to interfere with your reading while using this as a 
quick reference for the game.  Everything is listed with the bare minimal 
notations and should be easily printable for those that just want a move sheet 
reference.  DLC characters are listed in alphabetical order with the main cast.

_______________________________________________________________________________
                                 A Q U A M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Flounder Fist - L                           Urchin Kick - L
Trident Push - M                            Air Stab - M
Trident Spin - H                            Trident Jab - H
Mera's Fury - b + L
Trident Slam - b + M                        THROWS
Whirl Pool - b + H                          ------
Surface Dwellers - f + L                    
Stingray Sweep - f + M                      Forward Throw - f + T or f + L + H
For Neptune - f + H                         Reverse Throw - T or b + L + H
Shark Strike - d + L
Rising Trident - d + M                      BOUNCE CANCELS
Sea Sweep - d + H                           --------------

SPECIAL MOVES                               For Neptune - f, f, MB
-------------                               Whirl Pool - b, b, MB

Trident Rush - d, f, L (!)                  SUPER MOVE
From the Deep - d, b, M (!)                 ----------
Water Shield - d, d, H (!)
Trident Scoop - d, b, L                     Atlantean Rage - FS + MB
Trident Toss - b, f, M
                                            CHARACTER POWER
(!) = Meter Burn                            ---------------

COMBO ATTACKS                               Water of Life - S*
-------------
                                            * Aquaman recovers faster from
Seven Seas         - L, L                     attacks allowing him to block
Aquatic Ace        - L, L, M, H               some combos mid-hit.
Marine Marvel      - f + L, H
Tidal Wave         - f + L, H, M
From the Depths    - b + L, M
Huzzah             - b + L, M, H
Tsunami Slam       - M, M
Atlantean Strength - M, M, H
Orin Origin        - b + M, u + H
Deep Sea           - f + M, L + H

_______________________________________________________________________________
                                    A R E S
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Devil's Fist - L                            Spearing Stab - L
Waring Cross - M                            Crowning Elbow - M
Thundering Slap - H                         Mighty Hammerfist - H
Sliding Strike - b + L
Downward Hammerfist - b + M                 THROWS
Fierce Gauntlet - b + H                     ------
Front Knee - f + L                          Forward Throw - f + T or f + L + H
Savage Uppercut - f + M                     Reverse Throw - T or b + L + H
Raging Fists - f + H
Low Sweep - d + L                           BOUNCE CANCELS
Fearful Cut - d + M                         --------------
Surprise Strike - d + H
                                            Raging Fists - f, f, MB
SPECIAL MOVES                               Fierce Gauntlet - b, b, MB
-------------
                                            SUPER MOVE
Phase Shifter - d, b, L (!)                 ----------
God Smack - d, d, M (!)
Close God Smack - d, d, M, b (!)            Annihilator - FS + MB
Far God Smack - d, d, M, f (!)
Dark Energy - d, f, L (!)                   CHARACTER POWER
Warp Transmission (behind) - d, f, H        ---------------
Warp Transmission (front) - d, b, H
                                            Straight Sword - hold/tap S
(!) = Meter Burn                            Downward Sword - hold/tap S, u
                                            Rising Sword - hold/tap S, d
COMBO ATTACKS                               Straight Axe - hold/tap b + S
-------------                               Downward Axe - hold/tap b + S, u
                                            Rising Axe - hold/tap b + S, d
Deity Ruler - L, L
Supreme General - L, L, M
Reign of Terror - L, M
Honor the Gods - L, M, H
Olympian Might - b + L, H
Furious Anger - f + L, M
Bloodshed - f + L, d + H
Divine Order - M, M
Cerberus Pain - M, M, H
Mighty Aggression - b + M, L
Invading Force - b + M, H
Bow to Me - f + M, H
Malevolent Violence - H, d + M
Immortal Rush - H, H

_______________________________________________________________________________
                                    B A N E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Brute Jab - L                               Demolish - L
Brute Hammerfist - M                        Crushing - M
Brute Kick - H                              Pulverize - H
Shin Splint - b + L                         Body Splash - d + H
Earthquake Stomp - b + M
Thundering Dropkick - b + H                 THROWS
Shattering Cross - f + L                    ------
Lucho Powerpunch - f + M                    Forward Throw - f + T or f + L + H
Fist Slam - f + M, d                        Reverse Throw - T or b + L + H
Devastator - f + H
Quick Kick - d + L                          BOUNCE CANCELS
Rising Double Fist - d + M                  --------------
Fist Trip - d + H                           Devastator - f, f, MB
                                            Thundering Dropkick - b, b, MB
SPECIAL MOVES
-------------                               SUPER MOVE
                                            ----------
Body Press - d, b, f, H (!)
Raging Charge - b, f, L (!)                 Break the Bat - FS + MB
Double Punch - b, f, M (!)
Venom Uppercut - d, b, M (!)                CHARACTER POWER
Ring Slam - d, b, L                         ---------------

(!) = Meter Burn                            Venom Boost - S*

COMBO ATTACKS                               * Up to three venom doses can be
-------------                                 taken to increase damage. During
                                              cooldown Bane will take much less
Punching Bag - L, L                           damage and opponent will take
Juiced - L, L, M                              more damage from Bane.
Feel the Pain - L, L, H
Bring It - b + L, L
Bitter Taste - b + L, L, M
Dead One - L, M
Final Strike - L, M, H
Secret Six - M, M
Venom Strength - M, M, H
Knightfall - b + M, H
Master of Disguise - b + M, H
Veritas Leberat - f + M, d, M
Infinite Crisis - f + M, d, H

_______________________________________________________________________________
                                 B A T G I R L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Oracle Jab - L                              Flying Kick - L
Chest Breaker - M                           Double Down - M
Spin Kick - H                               Bat-Boots - H
Low Blow - b + L
Elbow Drop - b + M                          THROWS
Straight Justice - b + H                    ------
Final Fist - f + M
Academic Pain - f + H                       Forward Throw - T + f or f + L + H
Knee Buster - d + L                         Reverse Throw - T or b + L + H
Debonair Strike - d + M
Crisis Kick - d + H                         BOUNCE CANCELS
                                            --------------
SPECIAL MOVES
-------------                               Academic Pain - f, f, MB
                                            Straight Justice - b, b, MB
Smoke Bomb - d, d, H (!)
Air Smoke Bomb - d, d, H (!)                SUPER MOVE
Batarang - d, b, L (!)*                     ----------
Flying Bat - d, f, M (!)
Redemption - b, f, H (!)                    High-Wire Act - FS + MB (in air)
Bat-Evade - d, b, H (!)**
Bat-Wheel - d, b, M ***                     CHARACTER POWER
Bab's Bola - b, f, L (!)                    ---------------

(!) = Meter Burn                            Gotham's Gauntlets - S*
  * Hold u during MB to throw upwards
 ** Can follow up with L, M, H or MB        * Switches between punch blades and
*** Can follow up with d or u                 electrified knuckles.

COMBO ATTACKS
-------------

Oracle's Visions - L, L
Miss Gordon - L, L, L
All Star - L, L, u + M
No Man's Land - L, L, u + M, H
Secret Identity - L, L, u + M, d + L
Foxy Origin - L, L, H
Gotham Knight-ess - L, M
Red Handed - L, M, b + M
Ballad of Babs - L, M, b + H
Dressed to Thrill - b + L, M
The Killing Joke - M, L
Pretty in Black - M, L, M
Dark Secrets - M, H
Mentor's Method - b + M, L
No Joke - b + M, u + H
The Hard Way - b + M, d + H
DeTangled - f + M, L
Noir Thrill - f + M, L, M
Virus Purge - f + M, H

_______________________________________________________________________________
                                  B A T M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Palm Strike - L                             Flying Knee - L
Hammer Fist - M                             Straight Kick - M
Roundhouse - H                              Flip Kick - H
Crusader Kick - b + L
Batarang Swipe - b + M                      THROWS
Flying Kick - b + H                         ------
Caped Crusade - f + M
Wheel Kicks - f + H                         Forward Throw - f + T or f + L + H
Low Jab - d + L                             Reverse Throw - T or b + L + H
Uppercut - d + M
Low Hammerfist - d + H                      BOUNCE CANCELS
                                            --------------
SPECIAL MOVES
-------------                               Wheel Kicks - f, f, MB
                                            Flying Kick - b, b, MB
Straight Grapple - d, f + L (!)
Sky Grapple - d, b, L (!)                   SUPER MOVE
Batarang - b, f, M (!)                      ----------
Up Batarang - d, b, M (!)
Slide Kick - b, f, H (!)                    The Dark Knight - FS + MB
Scatter Bombs (Air) - d, b, M
Cape Parry - d, b, H                        CHARACTER POWER
                                            ---------------
(!) = Meter Burn
                                            Double Jump - u + b or up + f
COMBO ATTACKS                               Mechanical Bats - S
-------------                               Release the Bats - S
                                            Bat Swarm - d + S
Showdown - L, L
Injustice - L, L, M
Vengeance - L, L, H
Tricky Bat - L, M, M
Intimidation - L, M
Mind Games - L, M, H
Millionaire - b + L, L
High Tech - b + L, L, M
Darkness - b + L, L, H
Tragic - M, M
Caped Crusader - M, M, H
Stay Down - b + M, H
Winged Avenger - F + M, H

_______________________________________________________________________________
                               B L A C K  A D A M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Sweeping Jab - L                            Heavy Knee - L
Sweeping Backhand - M                       Thundering Axekick - M
Furious Dropkick - H                        Malicious Dropkick - H
Knee Strike - b + L
Vicious Hammerfist - b + M                  THROWS
Mighty Adam - b + H                         ------
Vengeful Kick - f + M
Revolving Contact - f + H                   Forward Throw - f + T or f + L + H
Outward Strike - d + L                      Reverse Throw - T or b + L + H
Rising Uppercut - d + M
Electric Sting - d + H                      BOUNCE CANCELS
                                            --------------
SPECIAL MOVES
-------------                               Revolving Contact - f, f, MB
                                            Mighty Adam - b, b, MB
Lightning Storm - d, f, L (!)
Black Magic - d, b, L (!)                   SUPER MOVE
Lightning Cage - d, b, H (!)                ----------
Lightning Strike - d, f, M (!)
Close Boot Stomp (air) - d, b, H (!)        Teth-Adam - FS + MB
Far Boot Stomp (air) - d, f, H (!)
Lightning Bomb - d, b, M                    CHARACTER POWER
Close Lightning Bomb - d, b, M, b           ---------------
Far Lightning Bomb - d, b, M, f
                                            Orbs of Seth - S*
(!) = Meter Burn
                                            * Unblockable orbs surround Black
COMBO ATTACKS                                 Adam.
-------------

Fearless - L, L
Corruption - L, L, M
End Phase - L, L, H
Empty Tomb - L, H
Black Nile - b + L, M
Obelisk - M, M
Sceptre - M, M, H
Dark Age - M, M, b + L
Khem-Adam - f + M, H
Nine Bows - b + M, H
Ka Servant - b + M, H, u + L
Eye of Horus - b + M, H, u + M
Might of Aton - b + M, H, u + H
Ra Power - b + M, H, u + L + H

_______________________________________________________________________________
                                C A T W O M A N
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Quick Claw - L                              Kitty Kicker - L
Forward Paw - M                             Air Whip - M
Kashmir Kick - H                            Kill Claws - H
Tabby Tap - b + L
Balinese Boot - b + M                       THROWS
Tail Spin - b + H                           ------
Calico Cut - f + L
Pole Cat - f + M                            Forward Throw - f + T or f + L + H
Siamese Slam - f + H                        Reverse Throw - T or b + L + H
Whip Trip - df + H
Sphynx Slice - d + L                        BOUNCE CANCELS
Mad Manx - d + M                            --------------
Persian Pounce - d + H
                                            Siamese Slam - f, f, MB
SPECIAL MOVES                               Tail Spin - b, b, MB
-------------
                                            SUPER MOVE
Cat Claws - b, f, L (!)                     ----------
Cat Dash - b, f, M (!)
Straight Whip - d, f, L                     Nine Lives - FS + MB
Up Whip - d, b, L
High Feline Evade - d, b, M                 CHARACTER POWER
Low Feline Evade - d, b, M, u               ---------------
Cat Stance - d, d, H
                                            Cat Scratch - S*
(!) = Meter Burn
                                            * Catwoman gains scratches randomly
SPECIAL MOVES (CAT STANCE)                    while attacking or after a dodge.
--------------------------                    She will perform a combo of up to
                                              5 hits depending on how many
Cartwheel - L                                 scratches she has and/or how many
Up Whip - M                                   times the S button is pressed.
Pounce - H

COMBO ATTACKS
-------------

Plaything - L, L
Cat Style - L, L, M
Hi Kitty - L, M
Scratching Post - L, M, M
Tomcat - L, f + M
Cat's Eye - L, M, b + H
Toying With - f + L, L
Ball of Yarn - f + L, L, M
Kitty Kitty - f + L, L, M, H
Crafty - b + L, M, u + H
Scaredy Cat - b + L, M, u + H
Purrfect - b + L, M, d + H
Whiplash - M, d + M
Curious Cat - M, d + M, L
You Kitten Me - M d + M, H
Hellcat - b + M, H
Fur Tail - f + M, u + H
Whip Cream - f + M, u + H, L
Hissing - f + M, d + H
Pick Pocket - f + M, d + H, L
Wildcat - H, H
Safecracker - H, H, b + M
Kitty-Cornered - H, H, H

_______________________________________________________________________________
                                  C Y B O R G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Micro Chip - L                              Knee Drop - L
Power Knee - M                              Photon Kick - M
Jaw Smash - H                               Multiprocessor Slam - H
Cross Swipe - b + L
Drone Kick - b + M                          THROWS
Left Field - b + H                          ------
Cyber Kick - f + M
Touchdown - f + H                           Forward Throw - f + T or f + L + H
Quick Jab - d + L                           Reverse Throw - T or b + L + H
Rising Fist - d + M
Cyber Trip - d + H                          BOUNCE CANCELS
                                            --------------
SPECIAL MOVES
-------------                               Touchdown - f, f, MB
                                            Left Field - b, b, MB
Nova Blaster - b, f, L (!)
Nova Blaster (air) - b, f, L (!)            SUPER MOVE
Power Fist - d, b, L (!)                    ----------
Techno Tackle - d, b, f, H (!)
Sonic Disruptor - d, f, M                   Target Lock - FS + MB
Up Sonic Disruptor - d, b, M
Target Acquired - d, d, H                   CHARACTER POWER
Close Target Acquired - d, d, H, b          ---------------
Far Target Acquired - d, d, H, f
Forward Grapple - d, uf                     Repair Circuit - S*
Back Grapple - d, ub
                                            * Hold the button to make Cyborg
(!) = Meter Burn                              repair himself (restore health).

COMBO ATTACKS
-------------

Android - L, L
Humanity - L, L, M
Comeback - L, L, H
Chrome Plated - L, M
Man Within - L, M, b + M
Solid Metal - b + L, M
Blowout - b + L, M, H
Sideline - f + M, M
Lost Faith - b + M, H, L

_______________________________________________________________________________
                             D E A T H S T R O K E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Non-Lethal - L                              Double Knee - L
Target Kick - M                             Double Kick - M
Slicing Moon - H                            Razor's Edge - H
Spinning Kick - b + L
Rifle Butt - b + M                          THROWS
Piercing Sun - b + H                        ------
Assassin's Fist - f + M
Flying Axe - f + H                          Forward Throw - f + T or f + L + H
Toe Kick - d + L                            Reverse Throw - T or b + L + H
Spinning Hook - d + M
Sweep Kick - d + H                          BOUNCE CANCELS
                                            --------------
SPECIAL MOVES
-------------                               Flying Axe - f, f, MB
                                            Piercing Sun - b, b, MB
Quick Fire - d, f, L (!)
Low Shots - b, d, L (!)                     SUPER MOVE
Machine Gun - d, f, M (!)                   ----------
Upward Machine Gun - d, b, M (!)
Sword Spin - d, b, H (!)                    Eye For an Eye - FS + MB
Sword Spin - d, b, H (!) + d
Quick Fire (air) - d, f, L                  CHARACTER POWER
Sword Flip - d, f, H                        ---------------

(!) = Meter Burn                            Enhanced Reflexes - S*

COMBO ATTACKS                               * Deathstroke's gunshots become
-------------                                 unblockable.  During cooldown
                                              all gunshots miss.
Carbine - L, M
Terminator - L, M, H
High Noon - L, H
Human Hunting - L, H, M
Contract Killer - b + L, u + M
Never Saw It - b + L, d + H
Tango Down - M, H
Silent Approach - M, H, L
Search and Destroy - f + M, H
Retractable Stock - b + M, M
Identity Crisis - b + M, M, M
Checkmate - b + M, H
Slade Way - b + M, H, f + M
Cold Steel - H, M
Diamond Blade - H, M, H
Kill Confirmed H, M, H, L

_______________________________________________________________________________
                                D O O M S D A Y
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BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Smashing Blow - L                           Heavy Hitter - L
Angry Swipe - M                             Powerdriver - M
Geyser Lift - H                             Earth Shattering - H
Hammering Fist - b + L                      Falling Brimstone - d + H
Heavy Stone - b + M
Crushing Strike - b + H                     THROWS
Brute Force - f + M                         ------
Megaton - f + H
Low Fist - d + L                            Forward Throw - f + T or f + L + H
Upward Strike - d + M                       Reverse Throw - T or b + L + H
Sweeping Hook - d + H
                                            BOUNCE CANCELS
SPECIAL MOVES                               --------------
-------------
                                            Megaton - f, f, MB
Air Snatch - d, f, L (!)                    Crushing Strike - b, b, MB
Venom - d, f, H (!)
Upward Venom - d, b, H (!)                  SUPER MOVE
Earth Shake - d, f, M (!)                   ----------
Supernova - d, b, M (!)
                                            Mass Destruction - FS + MB
(!) = Meter Burn
                                            CHARACTER POWER
COMBO ATTACKS                               ---------------
-------------
                                            Doom to All - S*
Complete Destruction - L, L
Hunter - L, L, M                            * Doomsday forms rock armor and
Worlds Collide - L, M                         cannot be knocked down.
Reign Supreme - L, M, H
Prehistoric Kryptonian - b + L, H
Crisis - M, M
The Ultimate - M, M, L + H
Agony - M, H
Infinite Power - M, H, d + H
Alpha-Omega - f + M, H
Ravage - b + M, H
Countless Deaths - b + M, H, L
The Destroyer - H, H

_______________________________________________________________________________
                               T H E  F L A S H
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BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Fast Punch - L                              Straight Kick - L
Lightning Jabs - M                          Air Race - M
Dashing Elbow - H                           Double Fist - H
Side Chop - b + M
Power Kick - b + H                          THROWS
Spinning Backhand - f + M                   ------
Flashy Kick - f + H
Quick Kick - d + L                          Forward Throw - f + T or f + L + H
Boots Up - d + M                            Reverse Throw - T or b + L + H
Trip Kick - d + H
                                            BOUNCE CANCELS
SPECIAL MOVES                               --------------
-------------
                                            Flashy Kick - f, f, MB
Speed Dodge - d, b, L (!)                   Power Kick - b, b, MB
Lightning Charge - b, f, M (!)
Lightning Kick - d, f, L (!)                SUPER MOVE
Sonic Pound - d, f, H (!)                   ----------
Close Sonic Pound - d, f, H, b (!)
Far Sonic Pound - d, f, H, f (!)            Speed Zone - FS + MB
Flying Uppercut - d, b, H
Running Man Stance - d, d, M                CHARACTER POWER
                                            ---------------
(!) = Meter Burn
                                            Time Loop - S*
SPECIAL MOVES (RUNNING MAN STANCE)
----------------------------------          * Flash speeds himself up to make
                                              his opponent move in slow motion.
Lightning Charge - f + L
Sonic Pound - f + M
Charging Slide - f + H
Cancel - b, b

COMBO ATTACKS
-------------

Speed Force - L, L
Greased Lightning - L, L, M
Hot Pursuit - L, L, H
In a Jiff - L, M
Light Speed - L, M, H
Terminal Velocity - M, L
Quick Step - d + L, d + M
Natural Disasters - d + L, d + M, d + H
On the Double - b + M, M
Roller Coaster - b + M, M, f + H
Bolt of Lightning - H, M
Forced Acceleration - f + M, L
Fastest Man Alive - f + M, L, H

_______________________________________________________________________________
                              G R E E N  A R R O W
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BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Outlander - L                               Slicing Bow - L
Bow Poke - M                                Anchor Point - M
Bow Slice - H                               Spinning Release - H
Longbow - b + L
Quick Slash - b + M                         THROWS
Satisfaction - b + H                        ------
Money Shot - f + M
Canary's Kiss - f + H                       Forward Throw - f + T or f + L + H
Bow Jab - d + L                             Reverse Throw - T or b + L + H
Rising Bow - d + M
Sweep Kick - d + H                          BOUNCE CANCELS
                                            --------------
SPECIAL MOVES
-------------                               Canary's Kiss - f, f, MB
                                            Satisfaction - b, b, MB
Sky Alert - d, b, L (!)
Dead On (air) - d, b, L (!)                 SUPER MOVE
Savage Blast - d, b, M (!)                  ----------
Stinger - b, f, H (!)
Up Haven Blast - d, f, M (!)                Arsenal Assault - FS + MB
Hurricane Bow - d, f, L
                                            CHARACTER POWER
(!) = Meter Burn                            ---------------

COMBO ATTACKS                               Take Aim - S
-------------                               Frozen Arrow - d, b, S
                                            Electric Arrow - d, f, S
Minus Ten - L, L                            Burning Arrow - d, d, S
More Fun - L, L, L
Thrill Seeker - L, L, H
Final Shot - b + L, H
Quiver - M, M
Night Ranger - M, M, H
Light It Up - b + M, H
Longbow Hunter - f + M, d + L
Queen's Gambit - f + M, d + L, H
Beast Slayer - H, H

_______________________________________________________________________________
                            G R E E N  L A N T E R N
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BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Ring Cross - L                              Lowering Dropkick - L
Push Kick - M                               Downward Overhand - M
Hurricane Kick - H                          Cyclone Kick - H
Feet Slide - b + L
Sweeping Uppercut - b + M                   THROWS
High Tension - b + H                        ------
Forward Punch - f + M
Standing Flipkick - f + H                   Forward Throw - f + T or f + L + H
Low Ring Jab - d + L                        Reverse Throw - T or b + L + H
Rising Cut - d + M
Low Cross - d + H                           BOUNCE CANCELS
                                            --------------
SPECIAL MOVES
-------------                               Standing Flipkick - f, f, MB
                                            High Tension - b, b, MB
Oa's Rocket - b, f, L (!)
Rocket Power - d, b, M (!)                  SUPER MOVE
Close Rocket Power - d, b, M, b (!)         ----------
Far Rocket Power - d, b, M, f (!)
Lantern's Might - d, b, L (!)               Beware My Power - FS + MB
Minigun - b, f, M (!)
Turbine Smash - b, f, H (!)                 CHARACTER POWER
Turbine Smash (air) - b, f, H (!)           ---------------
Oa's Rocket (air) b, f, L
                                            Green Lantern's Light - S*
(!) = Meter Burn
                                            * Increases damage output for all
COMBO ATTACKS                                 attacks.
-------------

Triple Barrage - L, M
Volley Smash - L, M, H
Justice is Served - b + L, M
Parallel Nature - b + L, H
Warp Power - M, M
Hyperbolic - M, M, H
Grand Slam - M, M, H, L
True Might - f + M, d + L
Guardian - f + M, d + L, H
Lantern Corps - b + M, H
Brightest Day - b + M, H, H

_______________________________________________________________________________
                             H A R L E Y  Q U I N N
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BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Revolver Slap - L                           Side Kick - L
Revolver Slam - M                           Double Kick - M
Spot Kick - H                               Double Stomp - H
Gun Smack - b + L
Take Aim - b + M                            THROWS
Harley Swing - b + H                        ------
Ear Smash - f + L
Overhead Bash - f + M                       Forward Throw - f + T or f + L + H
Hammer Slam - f + H                         Reverse Throw - T or b + L + H
Revolver Poke - d + L
Spinning Pistols - d + M                    BOUNCE CANCELS
Single Shot - d + H                         --------------

SPECIAL MOVES                               Hammer Slam - f, f, MB
-------------                               Harley Swing - b, b, MB

Pop Pop - d, b, M (!)                       SUPER MOVE
Line of Fire - d, f, L (!)                  ----------
Heads Up - d, b, L (!)
Oopsy Daisy (air) - d, b, L (!)             Mallet Bomb - FS + MB
Cupcake Bomb - b, f, M (!)
Play Doctor - d, b, f, L (!)                CHARACTER POWER
Silly Slide - b, f, H                       ---------------
Tantrum Stance - d, b, H
                                            Bag-O-Tricks - S
(!) = Meter Burn                            Mr. J - S*
                                            TNT - S*
SPECIAL MOVES (TANTRUM STANCE)              Ivy's Flower - S*
------------------------------
                                            * random effects. Harley can
Forward Cartwheel - L                         increase damage output (Mr. J)
Hand Stand - M                                toss unblockable bomb (TNT) or
Bullet Frenzy - H                             regain health (flower)
Forward Somersault - f
Backward Somersault - b

COMBO ATTACKS
-------------

Naughty-Naughty - L, L
I Hope It Hurts - L, L, M
Girls Best Friend - L, M
Rude Joke - L, M, H
Irresistible - b + L, M
Let's Play - b + L, M, L
For Mistah J. - f + L, H
Miss Me - M, b + H
Hi Puddin - M, d + H
Pleased to Meetcha - M, u + H
He Loves Me - b + M, M
Don't Get Hurt - b + M, M
That's Cute - f + M, H
Lollipops - H, H

_______________________________________________________________________________
                                H A W K G I R L
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BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Jabbing Mace - L                            Downward Mace - L
Mace Swing - M                              Falling Star - M
Spinning Moon - H                           Descending Meteor - H
Skyward Kick - b + L
Whirling Smash - b + M                      THROWS
Great Divine - b + H                        ------
Thanagarian Palm - f + L
Ascension - f + H                           Forward Throw - f + T or f + L + H
Low Mace Jab - d + L                        Reverse Throw - T or b + L + H
Cloud Nine - d + M
Vicious Spike - d + H                       BOUNCE CANCELS
                                            --------------
SPECIAL MOVES
-------------                               Ascension - f, f, MB
                                            Great Divine - b, b, MB
Mace Charge - b, f, M (!)
Mace Charge (air) - b, f, M (!)             SUPER MOVE
Mace Toss - d, b, L (!)                     ----------
Mace Toss (air) - d, f, L (!)
Downward Mace (air) - d, b, L (!)           The Power of Nth - FS + MB
Heavenward Stomp (air) - d + H
Wing Evade - d, b, M                        CHARACTER POWER
                                            ---------------
(!) = Meter Burn
                                            Soaring Hawk - S
COMBO ATTACKS
-------------                               CHARACTER POWER (SOARING HAWK)
                                            ------------------------------
Mace Smash - L, L
Morning Star - L, L, M                      Mace Jab - L
Meteor Hammer - L, M                        Flip Kick - M
Mace Maximum - L, M, H                      Double Kick - H
Birds of Prey - L, M, b + H                 Fly Up - u
Crashing Nth - b + L, H                     Fly Down - d
Betrayal f + L, L                           Fly Foward - f
Tactical Strike - f + L, H                  Fly Away - b
Short Fuse - M, M
Thanagarian Strength - M, M, u + H
Dawn Star - b + M, M
The Old Ones - b + M, M, b + H
Golden Age - b + M, H
Heavy Nth - H, M
Bloody War - H, M, b + L

_______________________________________________________________________________
                                T H E  J O K E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Quick Slash - L                             Straight Heel - L
Downward Punch - M                          Air Hinge Kick - M
Straight Kick - H                           Flying Crowbar - H
Footsie - b + L
Spinning Humor - b + M                      THROWS
Crowbar Slam - b + H                        ------
Belly Buster - f + M
Downward Crowbar - f + H                    Forward Throw - f + T or f + L + H
Knee Slapper - d + L                        Reverse Throw - T or b + L + H
Upward Crowbar - d + M
Sweep Kick - d + H                          BOUNCE CANCELS
                                            --------------
SPECIAL MOVES
-------------                               Downward Crowbar - f, f, MB
                                            Crowbar Slam - b, b, MB
Crowbar - b, f, H (!)
Laughing Gas - d, b, L (!)                  SUPER MOVE
Rolling Laughing Gas - d, b, M (!)          ----------
BANG! - d, f, L
Chattering Teeth - d, b, H                  Let's Be Serious - FS + MB
Mid Chattering Teeth - d, b, H, u
Far Chattering Teeth - d, b, H, f           CHARACTER POWER
Acid Blossom - b, f, M                      ---------------

(!) = Meter Burn                            Joker's Wild - S*
                                            Low Parry - d + S*
COMBO ATTACKS
-------------                               * Joker counters any melee move.

Suicide King - L, L
Last Laugh - L, L, M
Give Me a Smile - L, L, H
Punch Line - b + L, H
Die Laughing - M, L
Put It There Pal - M, L, M
HA HA HA HA - M, L, H
Clown Prince - f + M, H
Full Deck - f + M, H, M
Joke's On You - f + M, L
Mad Love - H, M
Shank Shank - H, M, H
No More Jokes - H, H

_______________________________________________________________________________
                             K I L L E R  F R O S T
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BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Chill Out - L                               Flying Sidekick - L
Snowblow - M                                Dropkick - M
Shutter - H                                 Downward Axekick - H
Freezer Burn - b + L
Icebreaker - b + M                          THROWS
Frost Kick - b + H                          ------
Frozen Cut - f + L
Ice Spike - f + M                           Forward Throw - f + T or f + L + H
Glaze - f + H                               Reverse Throw - T or b + L + H
Glacier Kick - u + H
Low Poke - d + L                            BOUNCE CANCELS
Icepick - d + M                             --------------
Sweeping Kick - d + H
                                            Glaze - f, f, MB
SPECIAL MOVES                               Frost Kick - b, b, MB
-------------
                                            SUPER MOVE
Frostbite - d, b, L (!)                     ----------
Iceberg - d, b, M (!)
Flash Freeze - d, b, f, M (!)               Endless Whiteout - FS + MB
Black Ice - b, d, H
Frozen Daggers - b, f, L                    CHARACTER POWER
                                            ---------------
(!) = Meter Burn
                                            Air Dash - f, f or b, b
COMBO ATTACKS                               Freezing Cold - S (can be charged)*
-------------
                                            * Attacks freeze opponent in place
Ice Cold - L, H                               for a few seconds allowing for 
Freezing Effect - L, L                        different strings of combos.
Severe Blizzard - L, L, L
Dancing Ice - L, L, b + M
Frozen Twister - L, L, H, H
Cold Blooded - f + L, L
Tempest - f + L, L, M
Arctic Frost - f + L, L, H
Diamond Dust - b + L, u + H
Hailstone - M, M
Thin Ice - M, M, H
Hailstorm - b + M, H
Freezing Rain - f + M, L
Cold as Ice - f + M, H

_______________________________________________________________________________
                               L E X  L U T H O R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Photon Shot - L                             High Pressure - L
Cyber Hammerfist - M                        Overcharge Kick - M
Photon Kick - H                             Hyper Axe - H
Nuclear Trip - b + L
Alpha Slam - b + M                          THROWS
Ion Push - b + H                            ------
Downward Destruction - f + M
Double Shot - f + H                         Forward Throw - f + T or f + L + H
Sky Fall - u + H                            Reverse Throw - T or b + L + H
Low Shot - d + L
Geyser Uppercut - d + M                     BOUNCE CANCELS
Low Push Kick - d + H                       --------------

SPECIAL MOVES                               Double Shot - f, f, MB
-------------                               Ion Push - b, b, MB

Gravity Pull - d, b, M (!)                  SUPER MOVE
Gravity Mine - d, d, H (!)                  ----------
Close Gravity Mine - d, d, H, b (!)
Far Gravity Mine - d, d, H, f (!)           Coordinates Received - FS + MB
Orbital Strike - d, f, H (!)
Lex Probe - d, b, H (!)                     CHARACTER POWER
Lance Blast - d, f, L                       ---------------
Up Lance Blast - d, b, L
Corp Charge - b, f, M                       Energy Shield - S (can be charged)*
Corp Charge (air) - b, f, M
                                            * Lex creates a shield that can
(!) = Meter Burn                              take one hit.  Amount of damage
                                              received depends on how long the
COMBO ATTACKS                                 move is charged.
-------------

Mad Man - L, L
Criminal Mind - L, L, M
Prototype - L, L, H
Highest Currency - b + L, H
Die Hard - M, L
World Domination - M, L, H
Early Triumph - M, M
New Destiny - M, M, b + H
Evil Scientist - M, M, d + L
LexCorp - b + M, u + H
Megalomania - b + M, u + H, d + H

_______________________________________________________________________________
                                    L O B O
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Violent Jab - L                             Flying Boot - L
Headhunter Hook - M                         Space Kick - M
Quick Cutter - H                            Dawg Punch - H
Shin Strike - b + L                         Party Crasher - d + H
Czarnian Might - b + M
One-Shot - b + H                            THROWS
Butt Head - f + M                           ------
Lock and Load - f + H
Gut Buster - d + L                          Forward Throw - T + f or f + L + H
Rising Hook - d + M                         Reverse Throw - T or b + L + H
Bad Trip - d + H
                                            BOUNCE CANCELS
SPECIAL MOVES                               --------------
-------------
                                            Lock and Load - f, f, MB
Spin Cycle - d, b, L (!)*                   One-Shot - b, b, MB
Pump Shot - d, f, L (!)
Mid Pump Shot - d, f, L, b (!)              SUPER MOVE
Low Pump Shot - d, f, L, d (!)              ----------
Czarnian Toss - d, b, f, M (!)
Space Hook - d, b, M (!)*                   The Main Man - FS + MB
Low Space Hook - d, b, H (!)
Hook Charge - b, f, H (!)                   CHARACTER POWER
                                            ---------------
(!) = Meter Burn
* Press b after MB move for back throw      Nuclear Shells - S*

COMBO ATTACKS                               * Reloads shotgun with nuclear
-------------                                 shells.

Mindless Violence - L, L
Bad Boy - L, L, M
Worthless Scum - L, L, H
Lights Out - L, M
Hired Gun - L, M, L + H
Feetal's Gizz - b + L, M
Disemboweled - b + L, M, L + H
Skull Rider - M, L
Game Over - M, L, H
Mister Machete - b + M, L + u
Space Dolphins - f + M, L
Rampage - f + M, L, H
The Last Czarnian - f + M, H

_______________________________________________________________________________
                         M A R T I A N  M A N H U N T E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Space Punch - L                             Sole Crush - L
Alien Jab - M                               Flying Fist - M
Mars Kick - H                               Air Claw - H
Ankle Breaker - b + L
Martian Slam - b + M                        THROWS
Trauma Punch - b + H                        ------
Ravage Blow - f + L
Heel Drop - f + M                           Forward Throw - f + T or f + L + H
Powering Overhead - f + H                   Reverse Throw - T or b + L + H
Quick Pain - d + L
Double Punch - d + M                        BOUNCE CANCELS
Mental Trip - d + H                         --------------

SPECIAL MOVES                               Powering Overhead - f, f, MB
-------------                               Trauma Punch - b, b, MB

Martian Grab - d, b, L (!)                  SUPER MOVE
Psyche Orb - d, f, L (!)                    ----------
Close Psyche Orb - d, f, L, b (!)
Mid Psyche Orb - d, f, L, f (!)             Son of Mars - FS + MB
Far Psyche Orb - d, f, L, u (!)
Alien Pillar - d, b, M (!)                  CHARACTER POWER
Close Alien Pillar - d, b, M, b             ---------------
Far Alien Pillar - d, b, M, f
Full Alien Pillar - d, b, M, u              Alien Mobility - S*
Telekinetic Strike - d, d, M (!)            Air Dash - f, f or b, b (!)**
Close Telekinetic Strike - d, d, M, b
Far Telekinetic Strike - d, d, M, f         * Can extend arms and legs during
Psionic Push - b, f, H (!)                    attacks for a certain amount of
Phase Charge - b, f, M (!)                    time to give more range for
Phase Assault - d, b, H                       attacks.
Phase Assault (air) - d, b, H
Downward Phase Assault - d, b, H, d         ** Can dash in the air. Meter Burn
Downward Phase Assault (air) - d, b, H, d      during the dash to perform
                                               Another dash for a cost of 1 bar
(!) = Meter Burn                               of meter.

COMBO ATTACKS
-------------

Shattered Psyche - L, L
Ravaged World - L, L, M
Alien Invasion - L, L, u + H
Sole Survivor - f + L, M
Big Green Buddy - f + L, M, H
Light to the Light - b + L, H
Darkness in the Heart - M, M
Stranded - M, M, M
Extraterrestrial - M, M, b + H
Zero Hour - b + M, H, H, H
Clear Mind - f + M, d + H
Reckoning - f + M, u + L
Bloodwynd - f + M, u + L, L + H

_______________________________________________________________________________
                               N I G H T W I N G
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BASIC ATTACKS (ESCRIMA)                     AIR ATTACKS (ESCRIMA)
-----------------------                     ---------------------

Straight Snap Strike - L                    Escrima Drop - L
Circular Strike - M                         Flying Escrimas - M
Scissors Swipe - H                          Extended Kick - H
Quick Scissor - b + L
Overhead Strike - b + M                     AIR ATTACKS (STAFF)
Spinning Blast - b + H                      -------------------
Stick Smash - f + M
Circular Power - f + H                      Air Poke - L
Spinning Heel Kick - u + H                  Flying Staff - M
Bird's Nest - u + H, d + H                  Staff Smack - H
Escrima Strike - d + L
Escrima Uppercut - d + M                    THROWS (ESCRIMA)
Cross Overhead Strike - d + H               ----------------

BASIC ATTACKS (STAFF)                       Forward Throw - f + T or f + L + H
---------------------                       Reverse Throw - T or b + L + H

Face Poke - L                               THROWS (STAFF)
Overhead Strike - M                         --------------
Lifting Wind - H
One Handed Poke - b + L                     Forward Throw - f + T or f + L + H
Smashing Tiger - b + H                      Reverse Throw - T or b + L + H
Big Show - f + H
Crouching Talon - d + L                     NOTE: Nightwing switches back to
Hidden Baston - d + M                       Escrima after any Staff throw.
Hawkeye - d + H
                                            BOUNCE CANCELS
SPECIAL MOVES (ESCRIMA)                     --------------
-----------------------
                                            Circular Power - f, f, MB
WingDing (Air) - d, b, L (!)                Spinning Blast - b, b, MB
Ground Spark - d, b, M (!)
Escrima Fury - d, f, M (!)                  SUPER MOVE
Flip Kick - d, b, H (!)                     ----------
Scatter Bomb - d, b, L (!)
                                            Dark As Night - FS + MB
(!) = Meter Burn
                                            CHARACTER POWER
SPECIAL MOVES (STAFF)                       ---------------
---------------------
                                            Style Change - S*
Staff Spin - d, b, H (!)
Ground Blast - d, b, M (!)                  * Switches between Staff and
Flying Grayson - b, f, H                      Escrima.

(!) = Meter Burn

COMBO ATTACKS (ESCRIMA)
-----------------------

Slide Kick - L, L
Razor's Edge - L, L, M
Dark Justice - L, L, H
Stick and Move - b + L, L
Shooting Star b + L, L, M
Surrender Now b + L, H
Renegade - M, M
Lone Bird - M, M, H
Gotham Hero - f + M, L
Wide Wing - f + M, L, H
Lightning Crash - H, H
Freefall - H, H, H
In the Zone - d + L, M

COMBO ATTACKS (STAFF)
---------------------

Trapeze Artist - L, b + L
Outsider - L, f + L
Last Chance - L, d + H
Wing Span - L, f + M

_______________________________________________________________________________
                                   R A V E N
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BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Raven Poke - L                              Perching Prey - L
Raven Claw - M                              Raven's Strife - M
Forest Raven - H                            Raven's Fury - H
Sweeping Strike - b + L
Clawing Strike - b + M                      THROWS
Tourniquet - b + H                          ------
Twisting Talon - f + L
Slashing Claw - f + M                       Forward Throw - f + T or f + L + H
Linking Talon - f + H                       Reverse Throw - T or b + L + H
Low Strike - d + L
Wingspan - d + M                            BOUNCE CANCELS
Raven Slash - d + H                         --------------

SPECIAL MOVES                               Linking Talon - f, f, MB
-------------                               Tourniquet - b, b, MB

Empty Void - d, b, L (!)                    SUPER MOVE
Empty Void - d, b, L (!), d                 ----------
Soul Crush - d, f, M (!)
Singularity - d, b, M (!)                   Deadly Sin - FS + MB
Shadow Raven - d, f, L
                                            CHARACTER POWER
(!) = Meter Burn                            ---------------

COMBO ATTACKS                               Demon Stance - S
-------------
                                       SPECIAL MOVES (DEMON STANCE)
Midnight - L, L                        ----------------------------
Black Rose - L, L, f + M
Blood Moon - L, L, b + M               Event Horizon - d, b, M (!)
Darkness Falls - L, L, H               Negative Mass - d, f, L (!)
Phantom Cloak - f + L, H               Close Negative Mass - d, f, L, b (!)
Tears of Sorrow - b + L, M             Far Negative Mass - d, f, L, f (!)
Stonehenge - b + L, M, H               Front Dark Transmission (air) - d, b, H
Silent Vesper - M, M                   Behind Dark Transmission (air) - d, f, H
Blackest Night - M, M, H               Front Dark Transmission - d, b, H
Twilight's End - b + M, H              Behind Dark Transmission - d, f, H
Titan Trash - f + M, M, M
Forever Dust - f + M, M, H, H          (!) = Meter Burn
Second Life - f + M, M, u + L

_______________________________________________________________________________
                                S C O R P I O N
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BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Cross Punch - L                             Flying Revenge - L
Neck Chop - M                               Painless Slam - M
Hell Spin - H                               Souless Slice - H
Shin Blast - b + L
Axe Kick - b + M                            THROWS
Inner Power - b + H                         ------
Lethal Legs - f + L
Doom Slice - f + M                          Forward Throw - f + T or f + L + H
Blade Overhead - f + H                      Reverse Throw - T or b + L + H
Punishing Jab - d + L
Toasty Poke - df + L                        BOUNCE CANCELS
Uppercut Fury - d + M                       --------------
Front Sweep - d + H
Gut Pain - df + H                           Blade Overhead - f, f, MB
                                            Inner Power - b, b, MB
SPECIAL MOVES
-------------                              SUPER MOVE
                                           ----------
Bloody Spear - b, f, L (!)
Hell Fire - d, b, M (!)                    Welcome to the Netherrealm - FS + MB
Teleport Punch - d, b, H (!)
Teleport Punch (air) - d, b, H (!)          CHARACTER POWER
Leg Takedown - d, b, H                      ---------------
Flip Kick - d, f, M
Air Throw - d + T                           Shroud of Flames - S*

(!) = Meter Burn                            * Surrounds Scorpion in flames that
                                              damages opponent when in close
COMBO ATTACKS                                 range.
-------------

Eternal Vengeance - L, L
Torment - L, L, M
Damnation - L, L, H
Burning Soul - f + L, L
Dead End - f + L, L, H
Bloodbath - b + L, M
Underworld - M, L
Brimstone - M, L, M
Gravedigger - M, u + H
Doom Blade - f + M, M
Soulless - f + M, M, d + H
Revenge - f + M, M, u + H

_______________________________________________________________________________
                                  S H A Z A M
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BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

God Punch - L                               Jumping Strike - L
Knee Strike - M                             Mercury's Sidekick - M
Hook Kick - H                               Achilles' Fist - H
Hook Punch - b + L
Thundering Elbow - b + M                    THROWS
Power Cross - b + H                         ------
Roundhouse Kick - f + L
Hercules Uppercut - f + M                   Forward Throw - f + T or f + L + H
Mighty Slam - f + H                         Reverse Throw - T or b + L + H
Low Jab - d + L
Lifting Cut - d + M                         BOUNCE CANCELS
Sweeping Kick - d + H                       --------------

SPECIAL MOVES                               Mighty Slam - f, f, MB
-------------                               Power Cross - b, b, MB

Atlas Torpedo - b, f, M (!)                 SUPER MOVE
Bolt of Zeus - d, b, M (!)                  ----------
Herculean Might - d, b, f, L (!)
Achilles' Clutch - d, b, L (!)              The Power of SHAZAM - FS + MB
Advancing Mercury Storm - d, f, H
Eluding Mercury Storm - d, b, H             CHARACTER POWER
                                            ---------------
(!) = Meter Burn
                                            Solomon of Judgment - S*
COMBO ATTACKS
-------------                               * Punch moves become unblockable
                                              and take more damage.
One-Two Punch - L, L
Solomon's Wisdom - L, M
Hercules' Strength - L, L, M
Atlas' Stamina - L, M, b + H
Zeus' Power - L, M, f + H
Achilles' Courage - f + L, M
Mercurys Speed - b + L, M
Mighty Colossus - b + L, M, H
One-Two Kick - M, M
Mighty Charge - b + M, H
Mighty Force - f + M, M
Roaring Strike - f + M, M, H

_______________________________________________________________________________
                                S I N E S T R O
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BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Ring Jab - L                                Lowering Kick - L
Axe Swing - M                               Descending Stab - M
Comet Kick - H                              Downward Slice - H
Axe Stab - b + L
Ring Hammerfist - b + M                     THROWS
Smashing Fist - b + H                       ------
Front Kick - f + M
Thrashing Hammerfist - f + H                Forward Throw - f + T or f + L + H
Low Jab - d + L                             Reverse Throw - T or b + L + H
Ascending Construct - d + M
Low Axe Swing - d + H                       BOUNCE CANCELS
                                            --------------
SPECIAL MOVES
-------------                               Thrashing Hammerfist - f, f, MB
                                            Smashing Fist - b, b, MB
Fear Blast - d, f, L (!)
Impact Event - d, b, M (!)                  SUPER MOVE
Arachnid Sting - d, f, M (!)                ----------
Axe of Terror (air) - d, b, L
Final Shackles - d, b, L                    Sinestro's Might - FS + MB

(!) = Meter Burn                            CHARACTER POWER
                                            ---------------
COMBO ATTACKS
-------------                               Beware Your Fears - S (hold)
                                            Energy Shot - S (while construct
Distortion - L, L                           is active)
Positive Matter - L, L, L
Sinful Pride - L, L, M
Ego Trip - L, L, u + H
Tainted Reputation - L, b + M
Yellow Element - L, b + M, H
Lost Will - b + L, M
Zero Compassion - b + L, H
Dashed Hope - M, M
Devastating - M, M, d + M
Fearless - M, M, H
Blind Ambition - b + M, L
In Blackest Day - b + M, L, H
Fallen Hero - b + M, b + H
War of Light - f + M, d + L
Power Burn - f + M, d + L, H

_______________________________________________________________________________
                           S O L O M O N  G R U N D Y
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BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Decimate Fist - L                           Hinge Kick - L
Muddy Boot - M                              Quick Kick - M
Marsh Mash - H                              Double Boot - H
Light Headed - b + L
Swampy Stomp - b + M                        THROWS
Grundy Blast - b + H                        ------
Cyrus Kick - f + L
Butcher Slash - f + M                       Forward Throw - f + T or f + L + H
Grundy Crush - f + H                        Reverse Throw - T or b + L + H
Gut Punch - d + L
Rising Backhand - d + M                     BOUNCE CANCELS
Low Hook - d + H                            --------------

SPECIAL MOVES                               Grundy Crush - f, f, MB
-------------                               Grundy Blast - b, b, MB

Cleaver Spin - d, b, L (!)                  SUPER MOVE
Walking Corpse - b, f, H (!)                ----------
Grave Rot - d, b, H (!)
Dead Air - b, f, M (!)                      Grave Digger - FS + MB
Swamp Hands - d, b, M (!)
To the Grave - d, f, L                      CHARACTER POWER
                                            ---------------
(!) = Meter Burn
                                            The Pain Chain - S*
COMBO ATTACKS
-------------                               Power Chain - f, b, S
                                            Power Final Hit - d, f, S
Heavy Hand - L, L
Driven To Kill - L, L, M                    Health Chain - d, d, S
Destroy - L, L, H                           Health Final Hit - u, u, S
Face of Evil - L, b + M
Born On a Monday - b + L, H                 Defense Chain - d, u, S
Reanimated - f + L, M                       Defense Final Hit - u, d, S
No Pain - f + L, M, M
Death To All - f + L, H                     * Each follow-up grab will enhance
Already Dead - b + M, H                       Grundy in damage output, block
Rest in Peace - f + M, M                      damage decrease or high defense
Slaughter Swamp - f + M, M, H
Bad Blood - H, M
Dead's Blood - H, H
Tombstoned - d + L, H
Swampland - d + M, H

_______________________________________________________________________________
                                S U P E R M A N
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BASIC ATTACKS                               AIR ATTACKS
-------------                               -----------

Hook Punch - L                              Steel Fist - L
Overhead Smash - M                          Double Fist - M
Fist of Justice - H                         Hammer Punch - H
Quick Heat - b + L
Kryptonian Strike - b + M                   THROWS
Charge Punch - b + H                        ------
Cross Swipe - f + M
Charge Overload - f + H                     Forward Throw - f + T or f + L + H
Flying Low - df + H                         Reverse Throw - T or b + L + H
Quick Jab - d + L
Uppercut - d + M                            BOUNCE CANCELS
Low Poke - d + H                            --------------

SPECIAL MOVES                               Charge Overhead - f, f, MB
-------------                               Charge Punch - b, b, MB

Super Breath - d, b, M (!)                  SUPER MOVE
Heat Vision - d, b, L (!)                   ----------
Heat Vision (air) - d, b, L (!)
Rising Grab - d, f, M (!)                   Kryptonian Crush - FS + MB
Flying Punch - b, f, H (!)
Flying Smash (air) - d + H (!)              CHARACTER POWER
Heat Zap - d, b, H                          ---------------
Low Scoop - d, f, L
                                            Air Dash - f, f or b, b
(!) = Meter Burn                            Fury of Krypton - S*

COMBO ATTACKS                               * All attacks take more damage
-------------

It's a Bird - L, L
Great Purge - L, L, L
Kryptonite Bash - L, L, M
Speeding Bullet - M, M
The Last Son - M, M, H
Unstoppable - b + M, H
Solitude Strikes - f + M, H
Steel Rush - f + M, d + L
Man of Steel - f + M, d + L, H

_______________________________________________________________________________
                             W O N D E R  W O M A N
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BASIC ATTACKS (LASSO)                     AIR ATTACKS (LASSO)
---------------------                     -------------------

Warrior's Jab - L                         Quick Kick - L
Amazon's Fist - M                         Boot Bash - M
Shin Kick - H                             Lasso Slam - H
Cross Punch - b + L
Lasso Slam - b + M                        AIR ATTACKS (SWORD)
Amazon's Blast - b + H                    -------------------
Amazon's Heel - f + H
Knee Chop - d + L                         Quick Kick - L
Rising Lasso - d + M                      Air Slice - M
Leg Takedown - d + H                      Sword Slam - H

BASIC ATTACKS (SWORD)                     THROWS (LASSO)
---------------------                     --------------

Blade Slice - L                           Forward Throw - f + T or f + L + H
Sword Poke - M                            Reverse Throw - T or b + L + H
Amazon's Boot - H
Edge Swing - b + L                        THROWS (SWORD)
Low Stab - b + Y                          --------------
Warrior's Strike - b + H
Amazon's Attack - f + L                   Forward Throw - f + T or f + L + H
Warrior's Bash - f + H                    Reverse Throw - T or b + L + H
Low Poke - d + L
Upward Stab - d + M                       BOUNCE CANCELS
Sword Sweep - d + H                       --------------

SPECIAL MOVES (LASSO)                     Amazon's Heel - f, f, MB
---------------------                     Amazon's Blast - b, b, MB

Straight Tiara - b, f, M (!)              SUPER MOVE
Amazonian Uppercut - d, f, H (!)          ----------
Amazonian Smash (air) - d, b, H (!)
Lasso Grab - d, f, L (!)                  Justice Javelin - FS + MB
Lasso Spin - d, b, H
Bracelets of Submission - d, b, L         CHARACTER POWER
Up Tiara - d, b, M                        ---------------
Down Tiara (air) - d, b, M
Straight Tiara (air) - b, f, M            Air Dash - f, f or b, b
Demigoddess' Might (air) - d, f, H        Style Change - S*

(!) = Meter Burn                          * Switches between Lasso and Sword
                                            and Shield.
SPECIAL MOVES (SWORD)
---------------------

Shield Toss - b, f, M (!)
Amalthea Bash - b, f, H (!)
Shield Strike - d, b, L*
Up Shield - d, b, M
Down Shield (air) - d, b, M

(!) = Meter Burn
* This can be used for a high parry and 
the parry attack can be followed up with 
a M and H attack.

COMBO ATTACKS (LASSO)
---------------------

Entrapment - L, L
Ends of the Earth - L, L, M
Demi God - b + L, L
Gods and Mortals - b + L, L, H
Warrior Princess - d + L, M
Destiny Calling - M, H
Hephaestus Rush - b + M, H
Athena's Wisdom - H, H

COMBO ATTACKS (SWORD)
---------------------

Double Edge - L, L
Fires of Hestia - L, L, b + L
Go in Peace - L, L, M
War of the Gods - f + L, M
Strength of the Sword - f + L, M, H
Eyes of the Hunter - M, b + L
Weeping Angel - M, M
By the Gods - M, M, H
Aegis Wrath - b + M, L
Justice - b + M, H

_______________________________________________________________________________
                                 Z A T A N N A
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Want to see a Zatanna section in my guide.  I usually buy a character JUST so I 
can add that character's section to my guide but I'm not this time since I 
don't have the spare money.  If you want to see Zatanna here then buy her for 
me.  Send $5 to my Paypal address and I will add her.

Paypal Address: berserker_kev@yahoo.com
I also have a Paypal link on the right hand side of my blog as you scroll down: 
www.berserkersblog.blogspot.com

_______________________________________________________________________________
                                     Z O D
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

BASIC ATTACKS                                AIR ATTACKS
-------------                                -----------

Super Jab - L                                Jump Kick - L
Low Blow - M                                 Elbow Drop - M
Crisis Kick - H                              Double Down - H
Leg Breaker - b + L
Rifle Smash - b + M                          THROWS
Round House - b + H                          ------
Quick Trip - f + M
Downward Slam - f + H                        Forward Throw - f + T or f + L + H
Low Punch - d + L                            Reverse Throw - T or b + L + H
Flying Fist - d + M
Shin Kick - d + H                            BOUNCE CANCELS
                                             --------------
SPECIAL MOVES
-------------                                Downward Slam - f, f, MB
                                             Round House - b, b, MB
Side Arm - b, f, L (!)
Kryptonian Rifle - d, b, L (!)               SUPER MOVE
Fast Kryptonian Rifle - d, b, L, f (!)       ----------
Slow Kryptonian Rifle - d, b, L, b (!)
Kryptonian Rifle (air) - d, b, L (!)         Galactic Destruction - FS + MB
Fast Kryptonian Rifle (air) - d, b, L, f (!)
Slow Kryptonian Rifle (air) - d, b, L, b (!) CHARACTER POWER
Zod Charge - b, f, M (!)                     ---------------
Zod Charge (air) - b, f, M (!)
Ground Blast - d, b, M (!)                   Phantom Wraith - S
Close Ground Blast - d, b, M, b (!)          Wraith Slash - S
Far Ground Blast - d, b, M, f (!)            Wraith Grab d, f, S or d, b, S
Very Far Ground Blast - d, b, M, u (!)
Phantom Strike - b, f, H (!)                 * Calls forth a wraith from the
General Parry - d, b, H                        phantom zone that appears next
                                               to opponent.  Use the S button
(!) = Meter Burn                               to controls the wraith's
                                               attacks.
COMBO ATTACKS
-------------

Military Leader - L, L
The Last Days - L, L, d + M
Absolute Power - L, L, M
Supreme Ruler - L, L, M, L + H
Phantom Survivor - L, M
Impossible - L, M, H
The Hunter - b + L, M
Darkness Reign - b + L, M, H
High Command - M, L
Betrayal - M, L, H
The Glory of Krypton - M, M
You Will Fall - M, M, L + H
Fallen Kryptonian - f + M, L
I Will Kill You - f + M, L, u + M
You Are A Fool! - f + M, L, u + M, H
Tyrant - f + M, L, H
Fallen General - b + M, H
I Always Win - d + L, M


===============================================================================
                                   _     _                               [AR00]
                                  | |   | |
                                  | |___| |
                                  |_____  |
                                        | |
                                        |_|
                                 A R E N A S
===============================================================================
   ___ 
  / __\
 / /   
/ /___ _______________________________
\____/ H A R A C T E R  C L A S S E S \________________________________________
-------------------------------------------------------------------------------
When it comes to the different stage interactions, all characters fall into one 
of four different classes.  Each of the four classes will manipulate objects 
differently.  The four character classes are presented as follows.

-- ACROBATIC ------------------------------------------------------------------

The Flash
Killer Frost
Raven
Scorpion

Acrobatic characters cannot lift heavy objects that power characters can lift. 
They will jump off the object to leap over their opponent.  Acrobatic 
characters cannot use bombs like gadget characters.

o To change jumping directions near an object that can be jumped on, press 
  toward the direction that you want your character to leap toward then press 
  the interact button.

o Some object actions can be extended or delayed by holding the interact button 
  while performing the action.  For instance, you might be able to slide longer 
  on an overhead pipe by holding down the interact button during the slide.

o Flash has a special grab that can be performed by pressing f + H near certain 
  objects that he can normally jump off of.

-- GADGET ---------------------------------------------------------------------

Batgirl
Batman
Catwoman
Deathstroke
Green Arrow
Harley Quinn
The Joker
Nightwing

Gadget characters are much like Acrobatic characters except that they have a 
choice of placing a bomb on most object that they can jump off of.  To jump off 
an object, press the interact button while standing next to it.

o To place a bomb on an object press down + Interact while standing next to 
  it.  The character will place a bomb then vault off the object.  Any piece of 
  the object that hits their opponent will take damage from the opponent.

o To change jumping directions near an object that can be jumped on, press 
  toward the direction that you want your character to leap toward then press 
  the interact button.

o Some object actions can be extended or delayed by holding the interact button 
  while performing the action.  For instance, you might be able to slide longer 
  on an overhead pipe by holding down the interact button during the slide.

o Batman has a special grab that can be performed by pressing f + H near 
  certain objects that he can normally jump off of (and lay a bomb on).

-- POWER (FLYING) -------------------------------------------------------------

Black Adam
Hawkgirl
Green Lantern
Sinestro
Superman
Wonder Woman

Power Flying characters can lift bigger objects that Acrobatic and Gadget 
characters cannot lift.  Flying characters will fly further into the air while 
interacting with some objects that can be thrown and they might do the same for 
objects that they can throw their opponent into.  Power Flying characters 
cannot leap off objects or use overhead pipes to swing.

-- POWER (GROUND) -------------------------------------------------------------

Aquaman
Ares
Bane
Cyborg
Doomsday
Lex Luthor
Lobo
Shazam
Solomon Grundy

Like Power Flying characters, Power Ground characters can lift bigger objects 
that Acrobatic and Gadget characters cannot lift.  Ground characters will stay 
on the ground while interacting with objects that can be thrown and objects 
that they can throw their opponent into.  Power Ground characters cannot leap 
off objects or use overhead pipes to swing.
   _   
  /_\  
 //_\\ 
/  _  \ __________
\_/ \_/ R E N A S \____________________________________________________________
-------------------------------------------------------------------------------
This section lists out each stage in Injustice along with each section of the 
stage.  Most stages have more than one area that can be fought in.  All stages 
with multiple areas have transitions that can be performed by pressing b + H to 
hit your opponent once your opponent is on a certain side of the area.

All stages have a variety of interactions that characters can take advantage of 
as well.  Each portion of a stage listing starts with a slight interaction 
diagram to show the order of the interactions and transitions in that area.  
All interactions are described briefly and then described based on the four 
classes in the last section.

     _        _    _                         _             _                 
    /_\  _ __| | _| |__   __ _ _ __ ___     /_\  ___ _   _| |_   _ _ __ ___  
   //_\\| '__| |/ / '_ \ / _` | '_ ` _ \   //_\\/ __| | | | | | | | '_ ` _ \ 
  /  _  \ |  |   <| | | | (_| | | | | | | /  _  \__ \ |_| | | |_| | | | | | |
  \_/ \_/_|  |_|\_\_| |_|\__,_|_| |_| |_| \_/ \_/___/\__, |_|\__,_|_| |_| |_|
                                                     |___/                   
_______________________________________________________________________________
                              C E L L  B L O C K
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Interaction Positioning:

                Rack - Flower - TVs - Pipe - Level Transition

o Rack

Some characters can jump off the rack, some characters can grab an opponent and 
knock the opponent into the rack and some characters can pick up the rack and 
smash it against the ground.  The rack will break after two hits from a 
character.

ACROBAT        - character will jump off the rack*
GADGET         - character will jump off the rack**
POWER (FLYING) - character will knock opponent into the rack
POWER (GROUND) - character will grab the rack and smash it to the ground

* Press forward + interact to grab the opponent and toss them into the rack
** Press forward + interact to grab the opponent and toss them into the rack
** Press down + interact to place a bomb on the rack

o Poisonous Flower

Some characters can grab the top flower and throw it downward and some 
character can step on the bottom vine to make poison gas shoot out of the top 
flower.

ACROBAT        - character will stomp the ground vine
GADGET         - character will stomp the ground vine
POWER (FLYING) - character will grab the flower and throw it (while jumping)
POWER (GROUND) - character will grab the flower and throw it (while jumping)

o TVs (overhead)

Some characters will perform a diving kick off the TVs, some characters will 
place a bomb on the TVs and some characters will tear off the TVs and throw 
them downwards.

ACROBAT        - character will perform a dive kick off the TVs
GADGET         - character will place a bomb on the TVs
POWER (FLYING) - character will tear off and throw the TVs
POWER (GROUND) - character will tear off and throw the TVs

o Pipe (overhead)

Characters can jump and grab either side of the pipe to pull it down and make 
liquid nitrogen spew out to freeze their opponent.

ACROBAT        - character will tear down the pipe
GADGET         - character will tear down the pipe
POWER (FLYING) - character will tear down the pipe
POWER (GROUND) - character will tear down the pipe

o Level Transition

The character flies into the holding room and hits the wall then Scarecrow 
rushes toward the character and sprays the character with gas.  The character 
hallucinates that a giant Scarecrow tears through the top of the room and hits 
them over the head with his fist and slams the character through the floor.  
The character falls and lands in the mess hall.

_______________________________________________________________________________
                               M E S S  H A L L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Interaction Positioning:

       Stove - Pig Carcass - Stone Faces - Chandelier - Level Transition

o Stove

Some characters can jump off the stove, some characters can grab an opponent 
and knock the opponent into the stove and some characters can pick up the stove 
and smash it against the ground.  The stove will not break from a character 
hitting it.

ACROBAT        - character will jump off the stove*
GADGET         - character will jump off the stove**
POWER (FLYING) - character will knock opponent into the stove
POWER (GROUND) - character will grab the stove and smash it to the ground

* Press forward + interact to grab the opponent and toss them into the stove
** Press forward + interact to grab the opponent and toss them into the stove
** Press down + interact to place a bomb on the stove

o Pig Carcass

Characters will grab the pig carcass and toss it forward so that it slides 
toward the opponent.  The pig carcass will remain on the side that it slides 
toward but it can be tossed to the other side.

ACROBAT        - character will grab the pig carcass and slide it forward
GADGET         - character will grab the pig carcass and slide it forward
POWER (FLYING) - character will grab the pig carcass and slide it forward
POWER (GROUND) - character will grab the pig carcass and slide it forward

o Stone Faces (overhead)

Characters will grab the stone faces and toss them downwards.

ACROBAT        - character will grab the stone faces and throw them
GADGET         - character will grab the stone faces and throw them
POWER (FLYING) - character will grab the stone faces and throw them
POWER (GROUND) - character will grab the stone faces and throw them

o Chandelier (overhead)

Some character will grab the chandelier and swing off of it and some characters 
will tear off the chandelier and throw it downward.

ACROBAT        - character will swing on the chandelier
GADGET         - character will swing on the chandelier
POWER (FLYING) - character will tear off the chandelier and throw it
POWER (GROUND) - character will tear off the chandelier and throw it

o Level Transition

The character will bust through the door and then ram into Killer Croc from 
behind.  Killer Croc will grab the character by the head then toss the 
character toward the Penguin.  The Penguin will hit the character in the face 
with his umbrella then the character will stumble backward as Two-Face picks up 
a chair and bashes the character over the head with it.  As the character 
staggers back toward the other side of the room, the Riddler will smack the 
character with his Kane and then Kill Croc will punch the character toward the 
door on the other side of the room.  The character will bounce into the Cell 
Block.

                     _    _    _                _    _      
                    /_\  | |_ | |  __ _  _ __  | |_ (_) ___ 
                   //_\\ | __|| | / _` || '_ \ | __|| |/ __|
                  /  _  \| |_ | || (_| || | | || |_ | |\__ \
                  \_/ \_/ \__||_| \__,_||_| |_| \__||_||___/
_______________________________________________________________________________
                              T H R O N E  R O O M
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Interaction Positioning:

    Water Tank - Sphere - Water Pipe - Throne - Stone Tablet - Water Tank

o Water Tanks

There are two water tanks on both ends of the Throne Room.  Some character will 
turn the valve handles to let a burst of water out of the tank and some 
character will bust open the glass with their fist and flood the area in front 
of them.

ACROBAT        - character will turn the valve handle
GADGET         - character will turn the valve handle
POWER (FLYING) - character will punch the glass and unleash the water
POWER (GROUND) - character will punch the glass and unleash the water

o Glass Sphere

Characters can either leap off the sphere or pick up the sphere and toss the 
object at their opponent.  Gadget characters can place a bomb on this object.

ACROBAT        - character will leap off the object
GADGET         - character will leap off the object (or bomb)
POWER (FLYING) - character will ground throw the object
POWER (GROUND) - character will air throw the object

o Throne

Characters can kick or punch an opponent into the throne in the center portion 
of the stage.  They will perform a melee attack while standing next to the 
throne and pressing the interact button.  This move can be added to a combo.

ACROBAT        - character will kick opponent toward the throne
GADGET         - character will kick opponent toward the throne
POWER (FLYING) - character will kick opponent toward the throne
POWER (GROUND) - character will kick opponent toward the throne

o Water Pipe (overhead)

Character can jump and grab onto the overhead pole and slide to the other side. 
Holding down on the button will make them slide on the pole longer.  Only 
Acrobat and Gadget character can use this interaction.

ACROBAT        - character will grab and slide along the pole
GADGET         - character will grab and slide along the pole
POWER (FLYING) - character will not interact
POWER (GROUND) - character will not interact

o Stone Tablet

Characters can either leap off the tablet or pick up the tablet and toss the 
object at their opponent.  Gadget characters can place a bomb on this object.

ACROBAT        - character will leap off the object
GADGET         - character will leap off the object (or bomb)
POWER (FLYING) - character will ground throw the object
POWER (GROUND) - character will air throw the object

                     ___         _                          
                    / __\  __ _ | |_  ___  __ _ __   __ ___ 
                   /__\// / _` || __|/ __|/ _` |\ \ / // _ \
                  / \/  \| (_| || |_| (__| (_| | \ V /|  __/
                  \_____/ \__,_| \__|\___|\__,_|  \_/  \___|
_______________________________________________________________________________
                                C R I M E  L A B
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

             Bat Bombs - Batcomputer - Console - Level Transition

o Bat Bombs

After a certain amount of environmental damage has been done while on the left 
side of the Crime Lab, the left glass display with the batsuit inside will 
shatter open and drop out to Bat Bombs.  They can be picked up with the 
interact button and thrown by tapping any attack button.  If the opponent hits 
the character that holds the bombs, the character that holds the bombs will 
take damage.

ACROBAT        - character will toss a Bat Bomb forward
GADGET         - character will toss a Bat Bomb forward
POWER (FLYING) - character will toss a Bat Bomb forward
POWER (GROUND) - character will toss a Bat Bomb forward

o Batcomputer

Characters can kick or punch an opponent into the Batcomputer in the center 
portion of the stage.  They will perform a melee attack while standing next to 
the Batcomputer and pressing the interact button.  This move can be added to a 
combo.

ACROBAT        - character will kick opponent toward the Batcomputer
GADGET         - character will kick opponent toward the Batcomputer
POWER (FLYING) - character will kick opponent toward the Batcomputer
POWER (GROUND) - character will kick opponent toward the Batcomputer

o Console

Pressing the red button on the console on the right side of the stage will 
cause the Batmobile in the background to fire rockets forward and hit an 
opponent that stands in the way.

ACROBAT        - character will leap off the button while pressing it
GADGET         - character will leap off the button while pressing it
POWER (FLYING) - character will press the button
POWER (GROUND) - character will press the button

o Level Transition

The character will fly through the console monitors then smash into the cave 
wall behind it.  After rolling and hitting a steel bar on the way down the 
character will hit a rock wall at the bottom then hit a railing and a steel 
girder then bounce off the Batboat and land on the bottom floor.

_______________________________________________________________________________
                                  L A G O O N
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Interaction Positioning:

                    Level Transition - Machine - Barrels


o Level Transition

The character is knocked into the elevator then their opponent rushes into the 
elevator after the character.  The elevator closes and moves upwards to the top 
floor and the opponent dents in the walls of the elevator while hitting the 
character.  The opponent is thrown against the glass on the side shortly before 
the elevator reaches the top and the opponent throws the character against the 
doors and into the top portion of the Batcave.

o Machine (overhead)

Some characters will perform a diving kick off the machine, some characters 
will place a bomb on the machine and some characters will tear off the machine 
and throws it downwards.  The electric cables from the torn machine will damage 
a character that gets knocked up into them.

ACROBAT        - character will perform a dive kick off the machine
GADGET         - character will place a bomb on the machine
POWER (FLYING) - character will tear off and throw the machine
POWER (GROUND) - character will tear off and throw the machine

o Barrels

Characters can be knocked through the barrels on the right side of the room in 
order to extend the stage to the right a bit more.

ACROBAT        - character will knock opponent into barrels
GADGET         - character will knock opponent into barrels
POWER (FLYING) - character will knock opponent into barrels
POWER (GROUND) - character will knock opponent into barrels

     ___                  _          _    _                          __  _   
    / __\___  _ __  _ __ (_) ___    /_\  (_) _ __  ___  _ __  __ _  / _|| |_ 
   / _\ / _ \| '__|| '__|| |/ __|  //_\\ | || '__|/ __|| '__|/ _` || |_ | __|
  / /  |  __/| |   | |   | |\__ \ /  _  \| || |  | (__ | |  | (_| ||  _|| |_ 
  \/    \___||_|   |_|   |_||___/ \_/ \_/|_||_|   \___||_|   \__,_||_|   \__|
_______________________________________________________________________________
                                  H A N G E R
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Interaction Positioning:

         Jet Engine - Tool Chest - Missile - Storage Tanks - Rockets

o Jet Engine (overhead)

Some characters will grab the jet engine and hold onto it as it falls downward 
and some character will grab the jet engine and push it downwards.  The jet 
engine will always be pulled back to the left portion of the screen by the 
cable it is attached to.

ACROBAT        - character will grab the jet engine fall forward with it
GADGET         - character will grab the jet engine fall forward with it
POWER (FLYING) - character will grab the jet engine and push it forward
POWER (GROUND) - character will grab the jet engine and push it forward

o Tool Chest

Characters will grab the tool chest and throw it toward their opponent

ACROBAT        - character will grab the chest and slide it forward
GADGET         - character will grab the chest and slide it forward
POWER (FLYING) - character will grab the chest and throw it forward
POWER (GROUND) - character will grab the chest and throw it forward

o Missile (overhead)

Some characters will perform a diving kick off the missile, some characters 
will place a bomb on the missile and some characters will grab the missile and 
throws it downwards.

ACROBAT        - character will perform a dive kick off the missile
GADGET         - character will place a bomb on the missile
POWER (FLYING) - character will grab the missile and slam it into the ground
POWER (GROUND) - character will grab the missile and slam it into the ground

o Storage Tanks

Characters can grab a tank and hit the opponent with it to knock them into the 
missile that hangs in the background portion of the stage.  They will tank 
while standing next to one of the three near the right middle portion of the 
screen and pressing the interact button.

NOTE: From long range, your character will throw the storage tank.  The 
opponent must be on the left side of the screen and your character must be 
facing to the left in order to interact with the storage tank however - it 
doesn't work the other way around.

ACROBAT        - character will knock opponent toward the missile
GADGET         - character will knock opponent toward the missile
POWER (FLYING) - character will knock opponent toward the missile
POWER (GROUND) - character will knock opponent toward the missile

o Rockets

Some character will push the button on the console to fire a rocket forward and 
some character will pick up a rocket from the holder in the background then 
toss it toward forward.  The rockets in the background will constantly be 
reloaded.

ACROBAT        - character will push the button to shoot a rocket
GADGET         - character will push the button to shoot a rocket
POWER (FLYING) - character will grab a rocket then jump upwards and toss it
POWER (GROUND) - character will grab a rocket then jump upwards and toss it

              ___             _                                  __ 
             / __\___   _ __ | |_  _ __  ___  ___  ___    ___   / _|
            / _\ / _ \ | '__|| __|| '__|/ _ \/ __|/ __|  / _ \ | |_ 
           / /  | (_) || |   | |_ | |  |  __/\__ \\__ \ | (_) ||  _|
           \/    \___/ |_|    \__||_|   \___||___/|___/  \___/ |_|  
                   __         _  _  _               _       
                  / _\  ___  | |(_)| |_  _   _   __| |  ___ 
                  \ \  / _ \ | || || __|| | | | / _` | / _ \
                  _\ \| (_) || || || |_ | |_| || (_| ||  __/
                  \__/ \___/ |_||_| \__| \__,_| \__,_| \___|
_______________________________________________________________________________
                              L A B O R A T O R Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

         Ship - Doomsday - Crystal - Teleporter - Level Transition

o Ship

Some characters can jump off the ship, some characters can grab an opponent and 
knock the opponent into the ship and some characters can pick up the ship and 
knock the opponent into the background with it.  The ship will not break from a 
character hitting it.

ACROBAT        - character will jump off the ship*
GADGET         - character will jump off the ship**
POWER (FLYING) - character will pick up the ship and slap opponent with it
POWER (GROUND) - character will pick up the ship and slap opponent with it

* Press forward + interact to grab the opponent and toss them into the stove
** Press forward + interact to grab the opponent and toss them into the stove
** Press down + interact to place a bomb on the stove

o Doomsday

Characters can kick or punch an opponent into the shackled Doomsday in the 
background on the left portion of the stage.  They will perform a melee attack 
while standing next to the Doomsday and pressing the interact button.  This 
move can be added to a combo.

ACROBAT        - character will kick opponent toward the Doomsday
GADGET         - character will kick opponent toward the Doomsday
POWER (FLYING) - character will kick opponent toward the Doomsday
POWER (GROUND) - character will kick opponent toward the Doomsday

o Crystal (overhead)

Characters will grab the crystal and toss it downwards.

ACROBAT        - character will grab the crystal and throw it
GADGET         - character will grab the crystal and throw it
POWER (FLYING) - character will grab the crystal and throw it
POWER (GROUND) - character will grab the crystal and throw it

o Teleporter (during juggle)

The teleporter is a unique interaction that can only be used when juggling an 
opponent.  Knock an opponent into the air while standing next to the teleporter 
with the red light.  While an opponent is in the air after a knock up, press 
the interact button to make the teleporter gun fire and teleport the opponent 
to the phantom zone and then back out to damage the opponent.  This works the 
same for all characters.

ACROBAT        - teleporter gun will open fire on launched opponent
GADGET         - teleporter gun will open fire on launched opponent
POWER (FLYING) - teleporter gun will open fire on launched opponent
POWER (GROUND) - teleporter gun will open fire on launched opponent

o Level Transition

The character will break through the wall then hit many shards of ice along the 
ramp while sliding down to the bottom area.  The character will break through a 
thin coating of ice then fall into the Managerie below.
_______________________________________________________________________________
                               M A N A G E R I E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

               Level Transition - Insect - Starfish - Portals

o Crystallized Insect (overhead)

Some characters will perform a diving kick off the crystal, some characters 
will place a bomb on the crystal and some characters will pick up the crystal 
and throw it downwards.

ACROBAT        - character will perform a dive kick off the crystal
GADGET         - character will place a bomb on the crystal
POWER (FLYING) - character will throw the crystal
POWER (GROUND) - character will throw the crystal

o Starfish

Characters can either leap off the starfish sphere or pick up the sphere and 
toss the object at their opponent.  Gadget characters can place a bomb on this 
object.

ACROBAT        - character will leap off the object
GADGET         - character will leap off the object (or bomb)
POWER (FLYING) - character will ground throw the object
POWER (GROUND) - character will air throw the object

o Portals

Characters will dash through the background portal then move through the right 
portal and perform a special move.  The attack will vary per character.  The 
lights along the side of the portal doors must fully charge to be able to use 
them again.

ACROBAT        - character will dash through background portal and perform
                 special move through right portal
GADGET         - character will dash through background portal and perform
                 special move through right portal
POWER (FLYING) - character will dash through background portal and perform
                 special move through right portal
POWER (GROUND) - character will dash through background portal and perform
                 special move through right portal

o Level Transition

The character is knocked into the phantom zone via the crystal teleporter on 
the left side of the room.  While falling into the phantom zone the character 
hits a crystal that frees a creature.  The creature grabs the character and 
then bites the character on the right shoulder while carrying the character 
backwards.  A crystal hits the creature and causes it to let go of the 
character.  The character flies through a portal on the other side of the area 
and winds up back in the Laboratory.

         ___        _    _                           ___  _  _          
        / _ \ ___  | |_ | |__    __ _  _ __ ___     / __\(_)| |_  _   _ 
       / /_\// _ \ | __|| '_ \  / _` || '_ ` _ \   / /   | || __|| | | |
      / /_\\| (_) || |_ | | | || (_| || | | | | | / /___ | || |_ | |_| |
      \____/ \___/  \__||_| |_| \__,_||_| |_| |_| \____/ |_| \__| \__, |
                                                                  |___/
_______________________________________________________________________________
                                 R O O F T O P
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

  Bat Signal - Air Conditioner - Helicopter - Water Tower - Level Transition

o Bat Signal

Some characters can jump off the stove, some characters can grab an opponent 
and knock the opponent into the stove and some characters can pick up the stove 
and smash it against the ground.  The stove will not break from a character 
hitting it.

ACROBAT        - character will jump off the bat signal*
GADGET         - character will jump off the bat signal**
POWER (FLYING) - character will air throw the bat signal
POWER (GROUND) - character will air throw the bat signal

*  Press forward + interact to grab the opponent and toss them into the bat 
   signal
** Press forward + interact to grab the opponent and toss them into the bat 
   signal
** Press down + interact to place a bomb on the bat signal

o Air Conditioner

Characters can either leap off the air conditioner or pick up the air 
conditioner and toss the object at their opponent.  Gadget characters can place 
a bomb on this object.

ACROBAT        - character will leap off the object
GADGET         - character will leap off the object (or bomb)
POWER (FLYING) - character will air throw the object
POWER (GROUND) - character will air throw the object

o Helicopter

Characters can kick or punch an opponent into the helicopter in the background 
in the middle portion of the stage.  They will perform a melee attack while 
standing next to the helicopter and pressing the interact button.  This move 
can be added to a combo.

ACROBAT        - character will kick opponent toward the helicopter
GADGET         - character will kick opponent toward the helicopter
POWER (FLYING) - character will kick opponent toward the helicopter
POWER (GROUND) - character will kick opponent toward the helicopter

o Water Tower

Some character must be on the ground while near the water tower so they can 
break the one of the boards of that hold it up with their leg and make push the 
tower down and some character must jump and grab the top of the tower so that 
they can push the tower down.

ACROBAT        - character will kick bottom framework and push down tower
GADGET         - character will kick bottom framework and push down tower
POWER (FLYING) - character will push down tower from above
POWER (GROUND) - character will push down tower from above

o Level Transition

The character hits the building on the right side of the area shortly before a 
wrecking ball smashes the character further into the wall.  The characters fall 
onto a railway below and a train hits the character.  The train falls of its 
track and shoves the character through a sign and to the alley below.

_______________________________________________________________________________
                                   A L L E Y
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

          Level Transition - Dumpster - Fire Hydrant - Parking Signs

o Ace Chemical Tanker

Some character will pull the gas tank off the bottom of the tanker and throw it 
forward and some characters will punch the top of the tanker and make it spew 
forth a blast of chemicals toward the opponent.

ACROBAT        - character will grab the fuel tank and throw it
GADGET         - character will grab the fuel tank and throw it
POWER (FLYING) - character will punch the tank and make it chemicals spew out
POWER (GROUND) - character will punch the tank and make it chemicals spew out

o Dumpster

Characters will grab the dumpster and throw it toward their opponent.  Power 
characters will destroy the dumpster and other characters will leave the 
dumpster in the area after they slide it forward.

ACROBAT        - character will grab the dumpster and slide it forward
GADGET         - character will grab the dumpster and slide it forward
POWER (FLYING) - character will grab the dumpster and hit the ground with it
POWER (GROUND) - character will grab the dumpster and hit the ground with it

o Fire Hydrant

Some characters will unscrew the faucet on the hydrant and make it spew forth 
water and some characters will pick up the hydrant and throw it forward.

ACROBAT        - character will unscrew the hydrant
GADGET         - character will unscrew the hydrant
POWER (FLYING) - character will tear up the hydrant and throw it forward
POWER (GROUND) - character will tear up the hydrant and throw it forward

o Hotel Signs (overhead)

Some characters will tear off the arrow sign and throw it downwards and some 
character will tear down the HOTEL sign and throw it downwards.  All characters 
must jump to grab the sign.

ACROBAT        - character will tear down the arrow and throw it
GADGET         - character will tear down the arrow and throw it
POWER (FLYING) - character will tear down the HOTEL sign and throw it
POWER (GROUND) - character will tear down the HOTEL sign and throw it

o Level Transition

The character gets knocked into the Ace Chemicals tanker.  The tanker explodes 
and sends the character flying toward a building.  The character bounces off 
the stairs along the side of the building then hits the sign on another 
building and bounces off a stone statue then lands on the Rooftop.

                  _  _           __    __               _    _            
     /\  /\ __ _ | || |   ___   / _|   \ \  _   _  ___ | |_ (_)  ___  ___ 
    / /_/ // _` || || |  / _ \ | |_     \ \| | | |/ __|| __|| | / __|/ _ \
   / __  /| (_| || || | | (_) ||  _| /\_/ /| |_| |\__ \| |_ | || (__|  __/
   \/ /_/  \__,_||_||_|  \___/ |_|   \___/  \__,_||___/ \__||_| \___|\___|
_______________________________________________________________________________
                                   P L A Z A
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

         Statue - Bust - Fountain - Security Robot - Level Transition

o Statue

Some characters will grab the staff off the statue and hit the ground with it 
and some characters will jump toward the statue and shove it down to the 
ground.

ACROBAT        - character will grab the spear and hit the ground with it
GADGET         - character will grab the spear and hit the ground with it
POWER (FLYING) - character will push down the statue
POWER (GROUND) - character will push down the statue

o Bust

Characters can either leap off the bust or pick up the bust and toss the object 
at their opponent.  Gadget characters can place a bomb on this object.

ACROBAT        - character will leap off the object
GADGET         - character will leap off the object (or bomb)
POWER (FLYING) - character will ground throw the object
POWER (GROUND) - character will air throw the object

o Patrol Robot

Some character will hit the red button on the top of the patrol robot to make 
it move toward the opponent and explode and some character will pick up the 
robot and jump into the air then throw it downwards.  These robots will keep 
reappearing on the stage.

ACROBAT        - character will hit the button on top of the robot
GADGET         - character will hit the button on top of the robot
POWER (FLYING) - character will grab the robot and jump then toss it
POWER (GROUND) - character will grab the robot and jump then toss it

o Fountain

Characters can kick or punch an opponent into the fountain in the background in 
the middle portion of the stage.  They will perform a melee attack while 
standing next to the fountain and pressing the interact button.  This move can 
be added to a combo.

ACROBAT        - character will kick opponent toward the fountain
GADGET         - character will kick opponent toward the fountain
POWER (FLYING) - character will kick opponent toward the fountain
POWER (GROUND) - character will kick opponent toward the fountain

o Security Robot

Some characters can jump off the robot, some characters can grab an opponent 
and knock the opponent into the robot.  The robot will not be destroyed no 
matter what is done to it.

ACROBAT        - character will jump off the robot
GADGET         - character will jump off the robot*
POWER (FLYING) - character will grab and knock opponent into the robot
POWER (GROUND) - character will grab and knock opponent into the robot

* Press down + interact to place a bomb on the robot

o Level Transition

The character gets knocked into the security robot on the right side of the 
screen then the robot grabs the character out of the air and throws the 
character toward Giganta and Atom Smasher in the background.  Giganta grabs the 
character with her left hand and smacks Atom Smasher twice with that hand while 
holding the character then throws the character toward the roof of the Great 
Hall.  The character breaks through the roof and falls into the hall.

_______________________________________________________________________________
                               G R E A T  H A L L
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Interaction Positioning:

      Replica - Planet - Transport Ship - Teleporters - Level Transition

o Watchtower Replica

Characters can either leap off the Watchtower Replica or pick up the replica 
and smack the opponent into the background statue.  Gadget characters can place 
a bomb on this object.

ACROBAT        - character will leap off the object
GADGET         - character will leap off the object (or bomb)
POWER (FLYING) - character will smack the opponent into the statue
POWER (GROUND) - character will smack the opponent into the statue

o Planet Replica (overhead)

Some characters will perform a diving kick off the planet, some characters will 
place a bomb on the planet and some characters will pick up the planet and 
throw it downwards.

ACROBAT        - character will perform a dive kick off the crystal
GADGET         - character will place a bomb on the crystal
POWER (FLYING) - character will throw the crystal
POWER (GROUND) - character will throw the crystal

o Transport Ship (overhead)

Some characters can grab the bottom of the shuttle and ride it to the left or 
right - the shuttle will stay on the side that it rides over to.  Hold the 
interact button to keep hanging onto the shuttle.  Some character will grab the 
shuttle out of the air and throw it downward.

ACROBAT        - character will hang onto the shuttle
GADGET         - character will hang onto the shuttle
POWER (FLYING) - character will throw the shuttle downwards
POWER (GROUND) - character will throw the shuttle downwards

o Teleporters

All characters will step into the teleporter on the right side of the stage and 
teleport to the other teleporter further to the left.

ACROBAT        - character will teleport to the other teleporter
GADGET         - character will teleport to the other teleporter
POWER (FLYING) - character will teleport to the other teleporter
POWER (GROUND) - character will teleport to the other teleporter

o Level Transition

The character shatters the glass and gets knocked into the portal behind the 
glass case.  The character falls inside of Darkseid's inner sanctum in 
Apokolips.  Darkseid leaps off his throne punches the character then uppercut 
the character and grabs the character then performs a swing and tosses the 
character back through the portal.  Before the portal closes Darkseid shoots 
the character with his Omega Beam from his eyes.  The character gets hit by the 
Omega Beam while falling out of the portal and into the Plaza.

        _____                                                          
        \_   \ _ __   ___  _   _  _ __  __ _   ___  _ __    ___  _   _ 
         / /\/| '_ \ / __|| | | || '__|/ _` | / _ \| '_ \  / __|| | | |
      /\/ /_  | | | |\__ \| |_| || |  | (_| ||  __/| | | || (__ | |_| |
      \____/  |_| |_||___/ \__,_||_|   \__, | \___||_| |_| \___| \__, |
                                       |___/                     |___/
_______________________________________________________________________________
                           C O M M A N D  C E N T E R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

                  Level Transition - Pipe - Monitors - Turbine

o Pipe (overhead)

Characters can jump and grab either side of the pipe to pull it down and make 
hot steam spew out to damage their opponent.

ACROBAT        - character will tear down the pipe
GADGET         - character will tear down the pipe
POWER (FLYING) - character will tear down the pipe
POWER (GROUND) - character will tear down the pipe

o Monitors (overhead)

Some characters will perform a diving kick off the monitors, some characters 
will place a bomb on the monitors and some characters will tear off the 
monitors and throw them downwards.

ACROBAT        - character will perform a dive kick off the monitors
GADGET         - character will place a bomb on the monitors
POWER (FLYING) - character will tear off and throw the monitors
POWER (GROUND) - character will tear off and throw the monitors

o Turbine

All characters are able to charge an attack while standing next to the turbine 
while it has purple electricity moving out of it.  This is the only stage 
interaction attack that can be blocked but a player can charge the attack by 
holding down on the interaction button in order to make the attack take off 
more and be unblockable.  It must reach full charge to become unblockable.

ACROBAT        - character will charge an attack
GADGET         - character will charge an attack
POWER (FLYING) - character will charge an attack
POWER (GROUND) - character will charge an attack

o Level Transition

The character gets knocked through the wall and lands in a tunnel.  When the 
character stands up, a driller just so happens to be coming toward the 
character and then it grinds the character while carrying the character to the 
lab.  The driller bust through the wall of the lab then the character falls to 
the ground.

_______________________________________________________________________________
                             L U T H O R' S  L A B
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Interaction Positioning:

         Level Transition - Suit of Armor - Laser - Lights - Console


o Mechanized Suit of Armor

Characters can either leap off the suit of armor or pick up the suit and toss 
the object at their opponent.  Gadget characters can place a bomb on this 
object.

ACROBAT        - character will leap off the object
GADGET         - character will leap off the object (or bomb)
POWER (FLYING) - character will ground throw the object
POWER (GROUND) - character will ground throw the object

o Laser (overhead)

All characters grab the overhead laser then aim it down toward the left side of 
the stage and fire it.

ACROBAT        - character will grab the laser then fire it to the left
GADGET         - character will grab the laser then fire it to the left
POWER (FLYING) - character will grab the laser then fire it to the left
POWER (GROUND) - character will grab the laser then fire it to the left

o Lights (overhead)

Characters will tear down a ceiling light and toss it downwards.

ACROBAT        - character will grab the lights and throw them
GADGET         - character will grab the lights and throw them
POWER (FLYING) - character will grab the lights and throw them
POWER (GROUND) - character will grab the lights and throw them

o Console

Some characters will hit the green button to make the device in the back shoot 
a set of green lasers and some characters will rip up the device and jump then 
throw it downward.

ACROBAT        - character will jump on the green button then hop away
GADGET         - character will jump on the green button then hop away
POWER (FLYING) - character will tear up the device then jump and throw it
POWER (GROUND) - character will tear up the device then jump and throw it

o Level Transition

The characters smashes into a vent then falls out the other side and lands on a 
conveyor belt.  The character is smashed twice by two compacters then flipped 
over to the side by the conveyor belt.  While flying back, the character is 
knocked through a sets of armor by a mechanical hand and into a vent then the 
character crashes back inside the Command Center.

  __          _                _         _                _                   
  \ \   ___  | | __ ___  _ __ /_/___    /_\   ___  _   _ | | _   _  _ __ ___  
   \ \ / _ \ | |/ // _ \| '__|  / __|  //_\\ / __|| | | || || | | || '_ ` _ \ 
/\_/ /| (_) ||   <|  __/| |     \__ \ /  _  \\__ \| |_| || || |_| || | | | | |
\___/  \___/ |_|\_\\___||_|     |___/ \_/ \_/|___/ \__, ||_| \__,_||_| |_| |_|
                                                   |___/                      
_______________________________________________________________________________
                               C E L L  B L O C K
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Interaction Positioning:

                Rack - Flower - TVs - Pipe - Level Transition

o Rack

Some characters can jump off the rack, some characters can grab an opponent and 
knock the opponent into the rack and some characters can pick up the rack and 
smash it against the ground.  The rack will break after two hits from a 
character.

ACROBAT        - character will jump off the rack*
GADGET         - character will jump off the rack**
POWER (FLYING) - character will knock opponent into the rack
POWER (GROUND) - character will grab the rack and smash it to the ground

* Press forward + interact to grab the opponent and toss them into the rack
** Press forward + interact to grab the opponent and toss them into the rack
** Press down + interact to place a bomb on the rack

o Poisonous Flower

Some characters can grab the top flower and throw it downward and some 
character can step on the bottom vine to make poison gas shoot out of the top 
flower.

ACROBAT        - character will stomp the ground vine
GADGET         - character will stomp the ground vine
POWER (FLYING) - character will grab the flower and throw it (while jumping)
POWER (GROUND) - character will grab the flower and throw it (while jumping)

o TVs (overhead)

Some characters will perform a diving kick off the TVs, some characters will 
place a bomb on the TVs and some characters will tear off the TVs and throw 
them downwards.

ACROBAT        - character will perform a dive kick off the TVs
GADGET         - character will place a bomb on the TVs
POWER (FLYING) - character will tear off and throw the TVs
POWER (GROUND) - character will tear off and throw the TVs

o Pipe (overhead)

Characters can jump and grab either side of the pipe to pull it down and make 
liquid nitrogen spew out to freeze their opponent.

ACROBAT        - character will tear down the pipe
GADGET         - character will tear down the pipe
POWER (FLYING) - character will tear down the pipe
POWER (GROUND) - character will tear down the pipe

o Level Transition

The character flies into the holding room and hits the wall then Scarecrow 
rushes toward the character and sprays the character with gas.  The character 
hallucinates that a giant Scarecrow tears through the top of the room and hits 
them over the head with his fist and slams the character through the floor.  
The character falls and lands in the mess hall.
_______________________________________________________________________________
                                M E S S  H A L L
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

       Stove - Pig Carcass - Stone Faces - Chandelier - Level Transition

o Stove

Some characters can jump off the stove, some characters can grab an opponent 
and knock the opponent into the stove and some characters can pick up the stove 
and smash it against the ground.  The stove will not break from a character 
hitting it.

ACROBAT        - character will jump off the stove*
GADGET         - character will jump off the stove**
POWER (FLYING) - character will knock opponent into the stove
POWER (GROUND) - character will grab the stove and smash it to the ground

* Press forward + interact to grab the opponent and toss them into the stove
** Press forward + interact to grab the opponent and toss them into the stove
** Press down + interact to place a bomb on the stove

o Pig Carcass

Characters will grab the pig carcass and toss it forward so that it slides 
toward the opponent.  The pig carcass will remain on the side that it slides 
toward but it can be tossed to the other side.

ACROBAT        - character will grab the pig carcass and slide it forward
GADGET         - character will grab the pig carcass and slide it forward
POWER (FLYING) - character will grab the pig carcass and slide it forward
POWER (GROUND) - character will grab the pig carcass and slide it forward

o Stone Faces (overhead)

Characters will grab the stone faces and toss them downwards.

ACROBAT        - character will grab the stone faces and throw them
GADGET         - character will grab the stone faces and throw them
POWER (FLYING) - character will grab the stone faces and throw them
POWER (GROUND) - character will grab the stone faces and throw them

o Chandelier (overhead)

Some characters will grab the chandelier and swing off of it and some 
characters will tear off the chandelier and throw it downward.

ACROBAT        - character will swing on the chandelier
GADGET         - character will swing on the chandelier
POWER (FLYING) - character will tear off the chandelier and throw it
POWER (GROUND) - character will tear off the chandelier and throw it

o Level Transition

The character will bust through the door and then ram into Killer Croc from 
behind.  Killer Croc will grab the character by the head then toss the 
character toward the Penguin.  The Penguin will hit the character in the face 
with his umbrella then the character will stumble backward as Two-Face picks up 
a chair and bashes the character over the head with it.  As the character 
staggers back toward the other side of the room, the Riddler will smack the 
character with his Kane and then Kill Croc will punch the character toward the 
door on the other side of the room.  The character will bounce into the Cell 
Block.

                           _                              _  _      
              /\/\    ___ | |_  _ __  ___   _ __    ___  | |(_) ___ 
             /    \  / _ \| __|| '__|/ _ \ | '_ \  / _ \ | || |/ __|
            / /\/\ \|  __/| |_ | |  | (_) || |_) || (_) || || |\__ \
            \/    \/ \___| \__||_|   \___/ | .__/  \___/ |_||_||___/
                                           |_|                      
_______________________________________________________________________________
                                  S T R E E T
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Interaction Positioning:

              Car - Security Truck - Hover Car - Level Transition

o Car

Some characters can jump off the car, some characters can grab an opponent and 
knock the opponent into the car and some characters can pick up the car and 
smash it against the ground.  The car will not break from a character hitting 
it or strapping a bomb to it.

ACROBAT        - character will jump off the car*
GADGET         - character will jump off the car**
POWER (FLYING) - character will knock opponent into the car
POWER (GROUND) - character will grab the car and smash it to the ground

* Press forward + interact to grab the opponent and toss them into the car
** Press forward + interact to grab the opponent and toss them into the car
** Press down + interact to place a bomb on the car

o Security Truck

The security truck is a unique interaction that can only be used when juggling 
an opponent.  Knock an opponent into the air while standing next to the 
security truck and the red light on the gun at the top of it will glow red - it 
blinks while on the ground.  While an opponent is in the air after a knock up, 
press the interact button to make the gun fire and juggle the opponent.  This 
works the same for all characters.

ACROBAT        - security truck will open fire on launched opponent
GADGET         - security truck will open fire on launched opponent
POWER (FLYING) - security truck will open fire on launched opponent
POWER (GROUND) - security truck will open fire on launched opponent

o Hover Car (overhead)

Some characters will perform a diving kick off the hover car, some characters 
will place a bomb on the hover car and some characters will grab the hover car 
and throw it downwards.

ACROBAT        - character will perform a dive kick off the hover car
GADGET         - character will place a bomb on the hover car
POWER (FLYING) - character will throw the hover car
POWER (GROUND) - character will throw the hover car

o Level Transition

The character will get knocked toward a building and crash through several 
levels of the building's floors before finally crashing through the other side. 
The character will land on the Rooftop area.

_______________________________________________________________________________
                                R O O F T O P S
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

                       Power Conduit - Level Transition

o Power Conduit

Characters can either leap off the power conduit or rip up the cable behind it 
and strike forward with the electric cable.  Gadget characters can place a bomb 
on this object.

ACROBAT        - character will leap off the object
GADGET         - character will leap off the object (or bomb)
POWER (FLYING) - character will ground throw the object
POWER (GROUND) - character will ground throw the object

o Security Bots (overhead)

A Security Bot will hover into the area and hover overhead or hover in place at 
times.  Power characters will naturally grab the bot and throw it downwards.  
The bot can be grabbed and its gun can be fired by an acrobat or gadget 
character - the type of ammo depends on the colored stripes that are on the 
bot.

  Grey   = machine gun
  Purple = electricity
  Red    = fire

ACROBAT        - character will fire the gun on the bot
GADGET         - character will fire the gun on the bot
POWER (FLYING) - character will grab and throw the bot
POWER (GROUND) - character will grab and throw the bot

o Level Transition

The character will crash into a sign piece on the right side of the roof then 
bounce into a security bot then crash through the rooftop.  After falling 
through several floors, the character will fall into the museum and hit an 
exhibit then bounce to the floor.
_______________________________________________________________________________
                                  M U S E U M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

  Level Transition - RPG & Canister - Helicopter/Rotor - Car - Display Case

o RPG and Gas Canister

After enough damage to the environment has been done by fighting on the left 
side of the museum, the display case with the RPG and Gas Canister inside will 
break and both weapons will fall to the floor.

ACROBAT        - character will 
GADGET         - character will 
POWER (FLYING) - character will 
POWER (GROUND) - character will 

o Helicopter/Tail Rotor (overhead)

Some characters will tear off the tail rotor of the helicopter and toss it 
downwards and some characters will grab the entire back end of the helicopter 
and throw it downwards.

ACROBAT        - character will tear off and throw the tail rotor
GADGET         - character will tear off and throw the tail rotor
POWER (FLYING) - character will throw the back end of the helicopter
POWER (GROUND) - character will throw the back end of the helicopter

o Hanging Car (overhead)

Some characters will perform a diving kick off the hanging car, some characters 
will place a bomb on the car and some characters will grab the car and throw it 
downwards.

ACROBAT        - character will perform a dive kick off the hover car
GADGET         - character will place a bomb on the hover car
POWER (FLYING) - character will throw the hover car
POWER (GROUND) - character will throw the hover car

o Display Case

Characters can be knocked through the display case on the right side of the 
room in order to extend the stage to the right a bit more.

ACROBAT        - character will knock opponent into the display case
GADGET         - character will knock opponent into the display case
POWER (FLYING) - character will knock opponent into the display case
POWER (GROUND) - character will knock opponent into the display case

o Level Transition

The character will get knocked through the left side of the building then crash 
into the building next door and a few pipes before crashing out the other end 
of the building.  The character's face will plow into the car on the Street 
outside.

    __ _              _              _        _____     _                 _ 
   / _\ |_ _ __ _   _| | _____ _ __ /_/___    \_   \___| | __ _ _ __   __| |
   \ \| __| '__| | | | |/ / _ \ '__|  / __|    / /\/ __| |/ _` | '_ \ / _` |
   _\ \ |_| |  | |_| |   <  __/ |     \__ \ /\/ /_ \__ \ | (_| | | | | (_| |
   \__/\__|_|   \__, |_|\_\___|_|     |___/ \____/ |___/_|\__,_|_| |_|\__,_|
                |___/                                                      
_______________________________________________________________________________
                               C E L L  B L O C K
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

            Level Transition - Guard - Turret - Metallo - Cryo Pod

o Robotic Guard

Some characters can jump off the guard, some characters can grab an opponent 
and knock the opponent into the guard and some characters can pick up the guard 
and smash it against the ground.  The car will not break from a character 
hitting it or strapping a bomb to it.

ACROBAT        - character will jump off the guard*
GADGET         - character will jump off the guard**
POWER (FLYING) - character will knock opponent into the guard
POWER (GROUND) - character will grab the guard and smash it to the ground

* Press forward + interact to grab the opponent and toss them into the guard
** Press forward + interact to grab the opponent and toss them into the guard
** Press down + interact to place a bomb on the guard

o Turret (overhead)

Some characters grab the overhead laser then aim it down toward the left side 
of the stage and fire it and some characters grab the laser and throw it 
downward.  It can only be fired and thrown to the right.

ACROBAT        - character will grab the laser then fire it to the right
GADGET         - character will grab the laser then fire it to the right
POWER (FLYING) - character will grab the laser head then throw it
POWER (GROUND) - character will grab the laser head then throw it

o Metallo (middle cyborg)

Characters can either leap off Metallo or pick up Metallo and toss him at their 
opponent.  Gadget characters can place a bomb on Metallo.

ACROBAT        - character will leap off Metallo
GADGET         - character will leap off Metallo (or bomb)
POWER (FLYING) - character will throw Metallo
POWER (GROUND) - character will throw the object

o Cryo Pod

Some characters can jump off the cryo pod, some characters can grab an opponent 
and knock the opponent into the cryo pod and some characters can pick up the 
cryo and smash it against the ground.  The car will not break from a character 
hitting it or strapping a bomb to it, but only ONE bomb may be placed on it.

ACROBAT        - character will jump off the cryo pod*
GADGET         - character will jump off the cryo pod**
POWER (FLYING) - character will throw the cryo pod to the ground
POWER (GROUND) - character will throw the cryo pod to the ground

* Press forward + interact to grab the opponent and toss them into the pod
** Press forward + interact to grab the opponent and toss them into the pod
** Press down + interact to place a bomb on the pod

o Level Transition

The character crashes through the wall on the left then hits an outside 
helicopter.  The character lands inside the helicopter and causes the 
helicopter pilot to make the helicopter go out of control and hit a building 
then fall to the ground.  The helicopter will crash and the character will fall 
out onto the Yard.
_______________________________________________________________________________
                                    Y A R D
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Interaction Positioning:

    Weights - Gorilla Grod - Explosive Tanks - Generator - Level Transition

o Weights

Characters can either leap off the side of the weight or pick up the entire 
weight and slam it to the ground.  Gadget characters can place a bomb on this 
object.

ACROBAT        - character will leap off the object
GADGET         - character will leap off the object (or bomb)
POWER (FLYING) - character will smash the object to the ground
POWER (GROUND) - character will smash the object to the ground

o Gorilla Grod

Characters can kick or punch an opponent into Gorilla Grod in the background in 
the middle portion of the stage.  They will perform a melee attack while 
standing next to Gorilla Grod and pressing the interact button.  This move can 
be added to a combo.

ACROBAT        - character will kick opponent toward Gorilla Grod
GADGET         - character will kick opponent toward Gorilla Grod
POWER (FLYING) - character will kick opponent toward Gorilla Grod
POWER (GROUND) - character will kick opponent toward Gorilla Grod

o Explosive Tanks

Character will either ground throw or air throw an explosive canister toward 
the opponent.

ACROBAT        - character will ground throw a canister
GADGET         - character will ground throw a canister
POWER (FLYING) - character will air throw a canister
POWER (GROUND) - character will air throw a canister

o Generator

Some characters can jump off the generator, some characters can grab an 
opponent and knock the opponent into the generator and some characters can pick 
up the generator and smash it against the ground.  The generator will not break 
from a character hitting it.

ACROBAT        - character will jump off the generator*
GADGET         - character will jump off the generator**
POWER (FLYING) - character will knock opponent into the generator
POWER (GROUND) - character will grab the generator and smash it to the ground

*  Press forward + interact to grab the opponent and toss them into the 
   generator
** Press forward + interact to grab the opponent and toss them into the 
   generator
** Press down + interact to place a bomb on the generator

o Level Transition

The character will crash through the wall of the right building then hit a gas 
tank and cause it to explode then sent a character through an air duct in the 
ceiling.  The character will crash into two cryo pods on the way out of the air 
duct then fall to the Cell Block shortly before the second cryo pod lands on 
the character.

       _____  _                                         _             
      /__   \| |__    ___  _ __ ___   _   _  ___   ___ (_) _ __  __ _ 
        / /\/| '_ \  / _ \| '_ ` _ \ | | | |/ __| / __|| || '__|/ _` |
       / /   | | | ||  __/| | | | | || |_| |\__ \| (__ | || |  | (_| |
       \/    |_| |_| \___||_| |_| |_| \__, ||___/ \___||_||_|   \__,_|
                                      |___/                           
_______________________________________________________________________________
                                  T E M P L E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

      Level Transition - Brazier - Chain & Lion Heads - Statues - Tree

o Brazier

Some characters will grab some hot coal from the brazier then leap off of it 
and throw the coal at their opponent and some characters will grab the brazier 
and throw it forward.

ACROBAT        - character will jump off the brazier and throw coal
GADGET         - character will jump off the brazier and throw coal
POWER (FLYING) - character will grab the brazier and throw it forward
POWER (GROUND) - character will grab the brazier and throw it forward

o Chains and Lion Heads (ground and overhead)

Some characters will pull the chain next to the central pillars to make the 
nearby lion head spew flames below it and to the side of it and some characters 
will tear off the lion head from the pillar and throw it downwards.  Power 
characters must jump to grab a lion head.

ACROBAT        - character will pull the chain
GADGET         - character will pull the chain
POWER (FLYING) - character will tear off and throw the lion head
POWER (GROUND) - character will tear off and throw the lion head

o Central Statues

Characters can kick or punch an opponent into the statues in the background in 
the middle portion of the stage.  They will perform a melee attack while 
standing next to statues and pressing the interact button.  This move can be 
added to a combo.

ACROBAT        - character will kick opponent toward the statues
GADGET         - character will kick opponent toward the statues
POWER (FLYING) - character will kick opponent toward the statues
POWER (GROUND) - character will kick opponent toward the statues

o Tree

Some characters can grab their opponent and toss them into the tree, some will 
uproot the tree and smash it on the ground.  The tree will not break from a 
character hitting it or strapping a bomb to it.

ACROBAT        - character will grab opponent and toss them into tree*
GADGET         - character will grab opponent and toss them into tree* **
POWER (FLYING) - character will uproot the tree then hit the ground with it
POWER (GROUND) - character uproot the tree then hit the ground with it

* Jump and press interact near the top of the tree to leap off the top of it
** Press down + interact while jumping to place a bomb on the top of the tree

o Level Transition

The character flies over the brazier and hits a statue then tumbles down the 
stairs to the right of the statue and hits a brazier on the way down then flips 
over the side of a ledge.  The character hits several trees on the way down to 
the Port and the statue piece that fell down with the character falls on the 
character.
_______________________________________________________________________________
                                    P O R T
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

        Cannon - Rope & Barrels - Stacked Barrels - Level Transition

o Cannon

Some characters will fire the cannon forward and some characters will pick up 
the canon and jump then throw it downward.

ACROBAT        - character will fire the cannon forward
GADGET         - character will fire the cannon forward
POWER (FLYING) - character will grab the cannon then jump and throw it
POWER (GROUND) - character will grab the cannon then jump and throw it

o Rope and Barrels (ground and overhead)

Acrobat and Gadget characters can cut the rope to make the net with barrels 
fall.  Power characters can grab the net of barrels out of the air and throw 
them downwards and Acrobat and Gadget characters can leap off the net with 
barrels in it.

ACROBAT        - character will cut the rope/swing off the barrel net (air)
GADGET         - character will cut the rope/swing off the barrel net (air)
POWER (FLYING) - character will grab the barrel net and throw it downward
POWER (GROUND) - character will grab the barrel net and throw it downward

o Stacked Barrels

Some characters can grab a barrel and roll it forward and some characters can 
pick up a barrel and throw it forward.  All five barrels can be used.

ACROBAT        - character will roll a barrel
GADGET         - character will roll a barrel
POWER (FLYING) - character will pick up and throw a barrel
POWER (GROUND) - character will pick up and throw a barrel

o Level Transition

The character will smash against a building then land on a catapult.  An Amazon 
will cut the rope on the catapult and send the character flying through an 
Amazonian statue and its lantern.  The character will fall through the rooftop 
of the temple then land on the ground near the statue.

        __    __        _         _      _                             
       / / /\ \ \ __ _ | |_  ___ | |__  | |_  ___ __      __ ___  _ __ 
       \ \/  \/ // _` || __|/ __|| '_ \ | __|/ _ \\ \ /\ / // _ \| '__|
        \  /\  /| (_| || |_| (__ | | | || |_| (_) |\ V  V /|  __/| |   
         \/  \/  \__,_| \__|\___||_| |_| \__|\___/  \_/\_/  \___||_|   
_______________________________________________________________________________
                                  B R I D G E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Interaction Positioning:

    Level Transition - Controls - Center Console - Moon - Computer Terminal

o Shuttercraft Controls

Pressing the red switch on the control panel on the left side of the stage will 
cause the shuttercraft in the background to take off and burn an opponent that 
stands in the way.

ACROBAT        - character will leap off the button while pressing it
GADGET         - character will leap off the button while pressing it
POWER (FLYING) - character will press the button
POWER (GROUND) - character will press the button

o Flying Robots (overhead)

Flying Robots will hover out from the right side of the stage and fly to the 
left side.  These can be grabbed by jumping and pressing the interact button.

ACROBAT        - character will toss the robot
GADGET         - character will toss the robot
POWER (FLYING) - character will toss the robot
POWER (GROUND) - character will toss the robot

o Center Console

Characters can kick or punch an opponent into the console in the center portion 
of the stage.  They will perform a melee attack while standing next to the 
console and pressing the interact button.  This move can be added to a combo.

ACROBAT        - character will kick opponent toward the console
GADGET         - character will kick opponent toward the console
POWER (FLYING) - character will kick opponent toward the console
POWER (GROUND) - character will kick opponent toward the console

o Moon

Characters can either leap off the Moon exhibit or pick up the moon and toss 
the object at their opponent.  Gadget characters can place a bomb on this 
object.

ACROBAT        - character will leap off the object
GADGET         - character will leap off the object (or bomb)
POWER (FLYING) - character will ground throw the object
POWER (GROUND) - character will air throw the object

o Computer Terminal

Characters can leap off the console or grab their opponent and toss them into 
the console.  Gadget characters can place a bomb on this object.

ACROBAT        - character will leap off the object
GADGET         - character will leap off the object (or bomb)
POWER (FLYING) - character will grab opponent and fly then toss opponent
POWER (GROUND) - character will grab opponent then toss opponent

o Level Transition (left side of stage)

The character that is knocked down will fly through several shuttles and fall 
down a gap and land on a fan then one of the shuttles from earlier will fall on 
the character nose first.  The character will land on the glowing sphere in the 
bottom form and burn then be tossed out toward the walkway.
_______________________________________________________________________________
                                 R E A C T O R
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Interaction Positioning:

              Valve - Center Console - Laser - Level Transition

o Exhaust Valve

Characters can either pull the lever to the side to make flames shoot out of 
the valve or they can pick up the valve and smash it on the ground.

ACROBAT        - character will pull the lever
GADGET         - character will pull the lever
POWER (FLYING) - character will grab the valve and smash it on the ground
POWER (GROUND) - character will grab the valve and smash it on the ground

o Flying Robots (overhead)

Flying Robots will hover out from the right side of the stage and fly to the 
left side.  These can be grabbed by jumping and pressing the interact button.

ACROBAT        - character will toss the robot
GADGET         - character will toss the robot
POWER (FLYING) - character will toss the robot
POWER (GROUND) - character will toss the robot

o Center Console

Characters can kick or punch an opponent into the console in the center portion 
of the stage.  They will perform a melee attack while standing next to the 
console and pressing the interact button.  This move can be added to a combo.

ACROBAT        - character will kick opponent toward the console
GADGET         - character will kick opponent toward the console
POWER (FLYING) - character will kick opponent toward the console
POWER (GROUND) - character will kick opponent toward the console

o Laser

Characters can grab the laser and rotate it so that it shoots forward or tear 
off the laser head and toss it forward.

ACROBAT        - character will rotate the laser toward opponent
GADGET         - character will rotate the laser toward opponent
POWER (FLYING) - character will tear off the laser head and throw it forward
POWER (GROUND) - character will tear off the laser head and throw it forward

o Level Transition

The character will bust through the wall and gets sucked out into space then 
hit a satellite.  A ship will crash into the character then plunge into the 
Bridge wall and knock the Bridge floor.

    __    __                                                               
   / / /\ \ \ __ _  _   _  _ __    ___    /\/\    __ _  _ __    ___   _ __ 
   \ \/  \/ // _` || | | || '_ \  / _ \  /    \  / _` || '_ \  / _ \ | '__|
    \  /\  /| (_| || |_| || | | ||  __/ / /\/\ \| (_| || | | || (_) || |   
     \/  \/  \__,_| \__, ||_| |_| \___| \/    \/ \__,_||_| |_| \___/ |_|   
                    |___/                                                  
_______________________________________________________________________________
                                E N T R A N C E
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

      Car - Fountain - Motorcycle - Gargoyle & Pillar - Level Transition

o Car

Some characters can jump off the car, some characters can grab an opponent and 
knock the opponent into the car and some characters can pick up the car and 
smash it against the ground.  The car will not break from a character hitting 
it or strapping a bomb to it.

ACROBAT        - character will jump off the car*
GADGET         - character will jump off the car**
POWER (FLYING) - character will knock opponent into the car
POWER (GROUND) - character will grab the car and smash it to the ground

* Press forward + interact to grab the opponent and toss them into the car
** Press forward + interact to grab the opponent and toss them into the car
** Press down + interact to place a bomb on the car

o Fountain

Characters can kick or punch an opponent into the fountain in the background in 
the middle portion of the stage.  They will perform a melee attack while 
standing next to the fountain and pressing the interact button.  This move can 
be added to a combo.

ACROBAT        - character will kick opponent toward the fountain
GADGET         - character will kick opponent toward the fountain
POWER (FLYING) - character will kick opponent toward the fountain
POWER (GROUND) - character will kick opponent toward the fountain

o Motorcycle

Some characters will grab the motorcycle and ride it toward the opponent and 
some characters will grab the motorcycle and jump into the air then throw it 
downward.

ACROBAT        - character will grab the motorcycle and ride it*
GADGET         - character will grab the motorcycle and ride it*
POWER (FLYING) - character will grab the motorcycle and jump then throw it
POWER (GROUND) - character will grab the motorcycle and jump then throw it

* The interact button can be held down to delay the charge forward with the 
  motorcycle.

o Stone Gargoyle and Pillar (overhead)

Some character can jump off the pillar below the gargoyle and some characters 
can jump and grab the gargoyle then throw it downwards.

ACROBAT        - character will jump off the pillar below the gargoyle
GADGET         - character will jump off the pillar below the gargoyle
POWER (FLYING) - character will grab the stone gargoyle and throw it
POWER (GROUND) - character will grab the stone gargoyle and throw it

o Level Transition

The character will crash through the wall of the mansion then plow through a 
floor and then the roof then slide along the shingles and hit a tower at the 
top of the roof then fall through a rooftop and land in the Great Room.
_______________________________________________________________________________
                               G R E A T  R O O M
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Interaction Positioning:

    Level Transition - Armor - Chair - Chandelier - Table - Piano - S. Armor

o Suit of Armor

Some characters can jump off the suit of armor, some characters can grab an 
opponent and knock the opponent into the armor and some characters can pick up 
the armor and smash it against the ground.  The armor will not break from a 
character hitting it.

ACROBAT        - character will jump off the armor*
GADGET         - character will jump off the armor**
POWER (FLYING) - character will grab the armor and smash it to the ground
POWER (GROUND) - character will grab the armor and smash it to the ground

* Press forward + interact to grab the opponent and toss them into the armor
** Press forward + interact to grab the opponent and toss them into the armor
** Press down + interact to place a bomb on the armor

o Chair

All characters will grab the legs of the chair then toss the chair forward.

ACROBAT        - character will grab the legs of the chair then toss it forward
GADGET         - character will grab the legs of the chair then toss it forward
POWER (FLYING) - character will grab the legs of the chair then toss it forward
POWER (GROUND) - character will grab the legs of the chair then toss it forward

o Chandelier (overhead)

Some characters will grab the chandelier and swing off of it and some 
characters will tear off the chandelier and throw it downward.

ACROBAT        - character will swing on the chandelier
GADGET         - character will swing on the chandelier
POWER (FLYING) - character will tear off the chandelier and throw it
POWER (GROUND) - character will tear off the chandelier and throw it

o Table

Characters can kick or punch an opponent into the table in the background in 
the middle portion of the stage.  They will perform a melee attack while 
standing next to the table and pressing the interact button.  This move can be 
added to a combo.

ACROBAT        - character will kick opponent toward the table
GADGET         - character will kick opponent toward the table
POWER (FLYING) - character will kick opponent toward the table
POWER (GROUND) - character will kick opponent toward the table

o Piano

All characters will grab the piano and slide/throw it forward.

ACROBAT        - character will grab the piano and slide it forward
GADGET         - character will grab the piano and slide it forward
POWER (FLYING) - character will grab the piano and jump then throw it forward
POWER (GROUND) - character will grab the piano and jump then throw it forward

o Samurai Armor

Some characters can jump off the samurai armor, some characters can grab an 
opponent and knock the opponent into the armor and some characters can pick up 
the armor and smash it against the ground.  The armor will not break from a 
character hitting it.

ACROBAT        - character will jump off the armor*
GADGET         - character will jump off the armor**
POWER (FLYING) - character will grab the armor and smash it to the ground
POWER (GROUND) - character will grab the armor and smash it to the ground

* Press forward + interact to grab the opponent and toss them into the armor
** Press forward + interact to grab the opponent and toss them into the armor
** Press down + interact to place a bomb on the armor

o Level Transition

The character will fly through the wall then hit several bookcases and fly out 
the balcony on the other side of the library then hit a column and crash 
through the window of a room then slide along the floor tile and through the 
wall at the other end then fall out into the Entrance yard.


===============================================================================
                                    _______                              [SE00]
                                   |  _____|
                                   | |_____
                                   |_____  |
                                    _____| |
                                   |_______|
                                S E C R E T S
===============================================================================
   __ 
  /__\
 /_\  
//__ _________________________
\__/ X T R A  C O S T U M E S \________________________________________________
-------------------------------------------------------------------------------
                                                                         [SE01]

The following are lists of all outfits per character in Injustice.  All outfits 
that are unlockable in the game, received free from performing a certain task 
or available by purchasing the skin pack they are contained in are listed here. 
This section contains a list of ALL outfits as of July 30, 2013 - many more 
will probably be added in the coming weeks, so I'll add to this list 
eventually.  So far the DLC characters only have one outfit, so I haven't 
bothered to list them yet.

All costumes that are unlocked through your WBID account (iOS costumes) require 
that you sign in through Settings -> WBID from the Options menu on the main 
menu.  Once you are signed in, they might not unlock instantly, but they will 
unlock after the WBID synchs with your online account.  Any WBID that has the 
costumes unlocked can be used with any Xbox gamertag or PSN profile.  So, if 
you have a friend that has the outfits unlocked already on his profile, you can 
sign in with his WBID on your console and unlock the outfits shortly 
afterwards.

******* SELECTING SECOND PLAYER OUTFITS ***************************************
* To select the palette swap second player outfit for your character, press   *
* the button to select your outfit then hold down on the START button while   *
* choosing the outfit to select the palette swap version of the outfit. Every *
* outfit has two different colored versions.                                  *
*******************************************************************************
_______
AQUAMAN
¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Blackest Knight Aquaman - Obtained by purchasing Blackest Knight pack 2
 _
|_| Flashpoint Aquaman - Obtained by purchasing the Flash Point skin pack or 
                         season pass
 _
|_| Regime Aquaman - Unlocked through one armory key in the Archives
-------------------------------------------------------------------------------
____
ARES
¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Classic Ares - Obtained after downloading compatibility pack 4 (Zod 
                   compatibility update)
 _
|_| Regime Ares - Unlocked through one armory key in the Archives
-------------------------------------------------------------------------------
____
BANE
¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Luchador Bane - Obtained downloading compatibility pack 2 (Batgirl 
                    compatibility update)
 _
|_| Knight Fall Bane – Obtained after downloading and rating the iOS version of 
                       Injustice
 _
|_| Regime Bane – Unlocked through one armory key in the Archives
-------------------------------------------------------------------------------
______
BATMAN
¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Arkham City Batman – Obtained by pre-ordering Injustice from Wal-mart or 
                         purchasing the Arkham City skin pack
 _
|_| Batman Beyond – Unlocked by purchasing a Batman character card for the iOS 
                    version of Injustice*
 _
|_| Blackest Night Batman – Obtained by pre-ordering Injustice from Best Buy or 
                            by purchasing Blackest Knight pack 2
 _
|_| Flashpoint Batman - Obtained after downloading compatibility pack 1 (Lobo 
                        compatibility update)
 _
|_| Insurgency Batman – Unlocked through one armory key in the Archives
 _
|_| New 52 Batman – Obtained in the Special Edition of Injustice or by 
                    purchasing the New 52 skin pack
 _
|_| Red Son Batman - Obtained by purchasing the Red Son 2 skin pack

* NOTE: An alternate way to unlock the Batman Beyond skin WITHOUT the need of 
  the iOS version of Injustice is to perform ALL three transitions on the 
  Metropolis stage while playing online.  This can be done in any sort of 
  online match, even a private online match.  Perform all three stage 
  transitions in one match and this will be unlocked on your console.  It 
  unlocks a Batman card automatically on the iOS version, which automatically 
  unlocks him on your game!  Naturally, you need to win that online match to 
  unlock the costume.  Be sure to be logged in with your WBID before doing this 
  though (Settings -> WBID).
-------------------------------------------------------------------------------
__________
BLACK ADAM
¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Regime Black Adam – Unlocked through one armory key in the Archives
-------------------------------------------------------------------------------
________
CATWOMAN
¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Ame-Comi Catwoman - Obtained by purchasing the Ame-Comi skin pack
 _
|_| Arkham City Catwoman – Obtained by pre-ordering Injustice from Wal-mart or 
                           purchasing the Arkham City skin pack
 _
|_| Regime Catwoman – Unlocked through one armory key in the Archives
 _
|_| Silena Kyle Catwoman - Obtained by purchasing the Bad Girls skin pack
-------------------------------------------------------------------------------
______
CYBORG
¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Regime Cyborg – Unlocked through one armory key in the Archives
 _
|_| Teen Titan Cyborg - Obtained by purchasing the Teen Titans skin pack
-------------------------------------------------------------------------------
___________
DEATHSTROKE
¯¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Flashpoint Deathstroke – Obtained by purchasing the Flash Point skin pack 
                             or season pass
 _
|_| Insurgency Deathstroke – Unlocked through one armory key in the Archives
 _
|_| Red Son Deathstroke - Obtained by purchasing the Red Son 2 skin pack
 _
|_| Teen Titan Deathstroke - Obtained by purchasing the Teen Titans skin pack
-------------------------------------------------------------------------------
________
DOOMSDAY
¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Blackest Knight Doomsday - Obtained by purchasing Blackest Knight pack 1
 _
|_| Containment Suit Doomsday - Obtained after downloading compatibility pack 3 
                                (Scorpion compatibility update)
 _
|_| Regime Doomsday – Unlocked through one armory key in the Archives
-------------------------------------------------------------------------------
_________
THE FLASH
¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Blackest Knight Flash - Obtained by purchasing Blackest Knight pack 1
 _
|_| Earth 2 Flash - Obtained by purchasing the Earth 2 skin pack
 _ 
|_| Elseworld's Finest Flash – Unlocked by getting 3 stars on all S.T.A.R. Lab 
                               missions
 _
|_| New 52 Flash – Unlocked by registering for a WBID from and logging in 
                   logging in to link your account while online with Injustice*
 _
|_| Regime Flash – Unlocked through one armory key in the Archives

* NOTE: The option for registering a WBID will appear the first time Injustice 
  is turned on while online.  It can also be found under Settings -> WBID.
-------------------------------------------------------------------------------
___________
GREEN ARROW
¯¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Arrow – Obtained by being one of the first 5000 people to vote in the pre-
            release Battle Arena promotion or by subscribing to the newsletter 
            of the Official Injustice WB site before July 1, 2013*
 _
|_| Insurgency Green Arrow – Unlocked through one armory key in the Archives

* NOTE: The Arrow costume has it's own unique voice.  Stephen Amell, who plays 
  Oliver Queen/Green Arrow from the Arrow TV series does the voice for this 
  costume.
-------------------------------------------------------------------------------
_____________
GREEN LANTERN
¯¯¯¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| John Stewart Green Lantern - Obtained after downloading compatibility pack 
                                 5 (Martian Manhunter compatibility update)
 _
|_| New 52 Green Lantern – Obtained by completing a bonus battle in the iOS 
                           version of Injustice
 _
|_| Red Son Green Lantern - Obtained by purchasing the Red Son 2 skin pack
 _
|_| Regime Green Lantern – Unlocked through one armory key in the Archives
 _
|_| Yellow Lantern – Unlocked by winning one Ranked Match
-------------------------------------------------------------------------------
____________
HARLEY QUINN
¯¯¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Ame-Comi Harley Quinn - Obtained by purchasing the Ame-Comi skin pack
 _
|_| Arkham Harley Quinn – Obtained by purchasing a Joker character card for the 
                          iOS version of Injustice
 _
|_| Classic Harley Quinn - Obtained by purchasing the Bad Girls skin pack
 _
|_| Insurgency Harley Quinn – Unlocked through one armory key in the Archives
-------------------------------------------------------------------------------
________
HAWKGIRL
¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Blackest Knight Hawkgirl - Obtained by purchasing Blackest Knight pack 2
 _
|_| Earth 2 Hawkgirl - Obtained by purchasing the Earth 2 skin pack
 _
|_| Regime Hawkgirl – Unlocked through one armory key in the Archives
-------------------------------------------------------------------------------
_________
THE JOKER
¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Arkham City Joker – Obtained by pre-ordering Injustice from Wal-Mart or 
                        purchasing the Arkham City skin pack
 _
|_| Final Confrontation Joker - Obtained by purchasing the Killing Joke skin 
                                pack
 _
|_| Insurgency Joker – Unlocked through one armory key in the Archives
 _
|_| Red Hood Joker - Obtained by purchasing the Killing Joke skin pack
 _
|_| Tourist Joker - Obtained by purchasing the Killing Joke skin pack
-------------------------------------------------------------------------------
____________
KILLER FROST
¯¯¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Regime Killer Frost – Unlocked through one armory key in the Archives
-------------------------------------------------------------------------------
__________
LEX LUTHOR
¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Kryptonite Lex Luthor – Unlocked by completing S.T.A.R. Lab missions
 _
|_| Insurgency Lex Luthor – Unlocked through one armory key in the Archives
-------------------------------------------------------------------------------
_________
NIGHTWING
¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| New 52 Nightwing – Obtained by reaching Level 30
 _
|_| Regime Nightwing – Unlocked through one armory key in the Archives
-------------------------------------------------------------------------------
_____
RAVEN
¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Regime Raven – Unlocked through one armory key in the Archives
 _
|_| Teen Titan Raven - Obtained by purchasing the Teen Titans skin pack
-------------------------------------------------------------------------------
______
SHAZAM
¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| New 52 Shazam – Unlocked by completing all Star Lab Missions for Shazam
 _
|_| Regime Shazam – Unlocked through one armory key in the Archives
-------------------------------------------------------------------------------
________
SINESTRO
¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Regime Sinestro – Unlocked through one armory key in the Archives
-------------------------------------------------------------------------------
______________
SOLOMON GRUNDY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Boss Grundy – Complete a Classic Battle tournament on any difficulty with 
                  any character
 _
|_| Earth 2 Solomon Grundy - Obtained by purchasing the Earth 2 skin pack
 _
|_| Red Son Solomon Grundy – Obtained by pre-ordering Injustice from GameStop 
                             or purchasing the Red Son skin pack
 _
|_| Regime Solomon Grundy – Unlocked through one armory key in the Archives
-------------------------------------------------------------------------------
________
SUPERMAN
¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| Blackest Knight Superman - Obtained by purchasing Blackest Knight pack 1
 _
|_| Godfall Superman – Complete the game in Story Mode
 _
|_| Man of Steel Superman - Obtained by purchasing The Man of Steel skin pack
 _
|_| New 52 Superman – Available in the Collector's Edition of Injustice or by 
                      purchasing the New 52 skin pack
 _
|_| Prison Superman – Unlocked by completing all battles in the iOS version of 
                      Injustice
 _
|_| Regime Superman – Unlocked through one armory key in the Archives
 _
|_| Red Son Superman – Obtained by pre-ordering Injustice from GameStop or 
                       purchasing the Red Son skin pack
-------------------------------------------------------------------------------
____________
WONDER WOMAN
¯¯¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
 _
|_| #600 Wonder Woman - Obtained by purchasing the Bad Girls skin pack
 _
|_| Ame-Comi Wonder Woman - Obtained by purchasing the Ame-Comi skin pack
 _
|_| Flashpoint Wonder Woman – Obtained by purchasing the Flash Point skin pack 
                              or season pass
 _
|_| New 52 Wonder Woman – Available in the Special Edition of Injustice or by 
                          purchasing the New 52 skin pack
 _
|_| Red Son Wonder Woman Costume – Obtained by pre-ordering Injustice from 
                                   GameStop or purchasing the Red Son skin pack
 _
|_| Regime Wonder Woman Costume – Unlocked through one armory key in the 
                                  Archives
-------------------------------------------------------------------------------

   _   
  /_\  
 //_\\ 
/  _  \ ______________________________________
\_/ \_/ C H I E V E M E N T S/T R O P H I E S \________________________________
-------------------------------------------------------------------------------
 _                                                                       [SE02]
|_| All Star

Gamerpoints: 10
Trophy Type: Bronze
Requirement: Get 100 Stars in S.T.A.R. Lab Mode
-------------------------------------------------------------------------------
 _
|_| Almost There

Gamerpoints: 20
Trophy Type: Bronze
Requirement: Complete 50% of Story Mode
-------------------------------------------------------------------------------
 _
|_| Arkham City Lockdown

Gamerpoints: 10
Trophy Type: Bronze
Requirement: Defeat every villain with Batman
-------------------------------------------------------------------------------
 _
|_| Around and Around We Go

Gamerpoints: 20
Trophy Type: Bronze
Requirement: Perform every level interaction once
-------------------------------------------------------------------------------
 _
|_| Around The World

Gamerpoints: 15
Trophy Type: Bronze
Requirement: Knock opponent through all transitions across all levels
-------------------------------------------------------------------------------
 _
|_| Beginner's Luck!

Gamerpoints: 10
Trophy Type: Bronze
Requirement: Win a single online match
-------------------------------------------------------------------------------
 _
|_| Breaking Records

Gamerpoints: 10
Trophy Type: Silver
Requirement: Win 100 complete Online Matches
-------------------------------------------------------------------------------
 _
|_| Buddy System

Gamerpoints: 10
Trophy Type: Bronze
Requirement: Enter Online Practice with someone on your friends list
-------------------------------------------------------------------------------
 _
|_| Bull in a China Shop

Gamerpoints: 100
Trophy Type: Silver
Requirement: Cause maximum damage in all arenas (does not include Practice 
             mode)
-------------------------------------------------------------------------------
 _
|_| Cosplay

Gamerpoints: 5
Trophy Type: Bronze
Requirement: Unlock a costume in the Archives
-------------------------------------------------------------------------------
 _
|_| Feel the Burn!

Gamerpoints: 10
Trophy Type: Bronze
Requirement: Perform every Meter Burn special move of every character
-------------------------------------------------------------------------------
 _
|_| FINISHED

Gamerpoints: 10
Trophy Type: Bronze
Requirement: Win a match with the super move of any character
-------------------------------------------------------------------------------
 _
|_| Go Sit in the Corner

Gamerpoints: 10
Trophy Type: Bronze
Requirement: Win a multiplayer match with a timeout
-------------------------------------------------------------------------------
 _
|_| Gonna Need More Closet Space

Gamerpoints: 20
Trophy Type: Silver
Requirement: Unlock All costumes in the Archives
-------------------------------------------------------------------------------
 _
|_| Groundbreaking

Gamerpoints: 10
Trophy Type: Bronze
Requirement: Use every interactable and win in a multiplayer match
-------------------------------------------------------------------------------
 _
|_| Heavy Hitter

Gamerpoints: 10
Trophy Type: Bronze
Requirement: Perform a 10 hit combo with every character
-------------------------------------------------------------------------------
 _
|_| Hoarder

Gamerpoints: 50
Trophy Type: Silver
Requirement: Unlock everything in the Archives
-------------------------------------------------------------------------------
 _
|_| Holy Knockout Batman!

Gamerpoints: 10
Trophy Type: Bronze
Requirement: Win 10 complete Ranked matches
----------------