Learn how to effectively use Batman's Wayne Tech character power, including summoning bats, bat swarm, and extending combos in Injustice 2. Master his specials like Straight Grapple and Sky Grapple.
Batman is an iconic and tactical character in Injustice 2, known for his intelligence and lore. This guide will help you understand his unique abilities and combat style.
Character Power - Wayne Tech:
Wayne Tech allows Batman to summon mechanical bats. You can summon up to three bats at a time, with a cooldown for each. While initially seeming weak, this ability is crucial for effective combat. A friend, Eclipse, pointed out its tactical uses.
You can release 1-3 bats for low damage. When you have three bats, you can perform a 'Bat Swarm,' where mechanical bats surround Batman. This move is a guaranteed pop-up if it connects and is more powerful than three individual bat summons. The mechanical bats can also extend air-time after a pop-up, adding hits to your combos. Even one bat, timed correctly, can extend a combo.
All summoned bats are released when you press the character power button once.
Example Combination with Mechanical Bats:
This combination is easier with three bats but can work with one to three.
- Summon Bats (3 recommended for beginners).
- Perform the 'Stay Down' combo.
- Immediately release the three mechanical bats by pressing the character power button.
- Enhance/Meter Burn 'Straight Grapple'. This will move Batman towards the opponent and leave them dazed.
- Use 'Kryptonite Strike' (Batman's power heavy punch attack, which has a delay and can be charged/canceled).
- Finish with an Uppercut or a 1,1 combination, or Batman's Injustice combo.
To perform this, ensure you have three bats. Execute the 'Stay Down' combo, then immediately release the bats. Time the Meter Burned 'Straight Grapple' to approach the stunned opponent. Follow with 'Kryptonite Strike' and end with an uppercut or another combo.
Specials:
Straight Grapple:
Batman uses his grappling hook, followed by a flying kick that knocks the opponent back. This is a high attack (startup 21 frames, active 31 frames, recovery 27 frames). Base damage is 8.80, block damage is 1.250. The block advantage is -35, and hit advantage is 11. Cancel frame time is 40.
Enhancing 'Straight Grapple' with meter burn brings Batman towards the enemy, leaving them dazed, which is useful for extending combos. Due to its high startup and negative block advantage, it's best used at range and not too often. It can be difficult to use against characters with fast projectiles like Dr. Fate or Darkseid.
Sky Grapple:
The anti-air version of 'Straight Grapple.' It can be meter burned and is effective for catching airborne enemies, dealing slightly more damage.
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