Moves Tier List
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Moves Tier List
Güncelleme tarihi 3 years ago tarafından SAHunterMech

--=REGULAR MOVES=--

S - The Most Essential, The Most Used Stun Moves. Back Fist (Batman/Nightwing), Fierce Punch (Robin/Batgirl) - Kick, Kick, Punch Hook Kick (Batman/Nightwing), Somersault Kick (Robin/Batgirl) - Punch, Punch, Kick

These are simply too good. They come out quick for all characters, they do not take you off of the ground, and they are re-directable to the point of near-spammability for effective crowd control. They also start the majority of the Chain Attacks, they bypass the 5-hit knockdown counter on regular enemies, and they will always get an enemy out of your way for a few good seconds.

The Almighty. Spinning Fury (Batman/Nightwing) Punch Punch... Punch (Hold)

The super move to end all super moves. The super move that all the other moves wish they could be. Comes with the (probably unintended) side effect of being able to hit multiple enemies with ease, and is your #1 time save in a speedrun. All regular enemies will die in 1 hit to this.

Aerial Moves Hook Punch (Batman/Nightwing), Jump Jab (Robin/Batgirl) Jump, Punch

Dive Kick (Batman/Nightwing), Axe Kick (Robin/Batgirl) Jump, Kick

Call this a hot-take, but these moves are a lifesaver in the early game, as they can be the difference between a 1-cycle and a 2-cycle. In addition, they're all great for launching enemies off-stage, with Dive Kick being the standout for sheer distance.

In ADDITION addition, they also have a neat little exploit for extra meter: If you launch an enemy but don't do the fourth-hit-follow-up, you can redirect an aerial attack at any other enemy and get a free Targeting Bonus.

A - Useful, But Some Drawbacks Most of the Rest of the Charge Moves.

Any charge move not listed here will be your bread and butter for finishing enemies when you have meter... unless you're Batman/Nightwing, in which case if there is ANY more than 1 enemy in front of you, you will want to use Spinning Fury to go for multi-kills. Remember that later unlocks, unless otherwise specified, do more damage, but this really only comes into play for bosses. Anything other than single-input charge attacks will kill any non-miniboss enemy.

Most of the Rest of the Launcher Moves.

Launcher moves are any non-super moves that involve a 4 input sequence, the third of which is just that, a strike that launches enemies. Remember that, like all moves, the later in the game you get it, the more powerful it is. Do your best to space yourself as close as possible to enemies/use walls to push them closer to you in order to prevent dropped hits... every launcher has the possibility of disconnecting, unfortunately.

Regardless, these will get you the most combo meter, and they're also a component of 'Chain Attack Lvl. 3/4.'

Punch/Kick Takedowns. Punch Takedown (Robin/Batgirl) - Grab, Punch Kick Takedown (Robin/Batgirl) - Grab, Kick

Unlike Batman/Nightwing, this is the one saving grace for these characters... these moves come out fast and are single-hit, letting you get a ton of meter while ending quickly so you can get back to other moves.

B - Decent, Occasional Use Trip Moves. Lunch Punch (Batman/Nightwing), Arm Sweep (Robin/Batgirl) - Kick, Punch Front Sweep (Batman/Nightwing), Rear Sweep (Robin/Batgirl) - Punch, Kick

Arguably more useful on Robin/Batgirl, these are a decently quick finisher that you can mix into your moves to get more meter/end-of-level points. Use is restricted because you should only ever use them to get kills, as they will force a knockdown without any horizontal momentum (so no launching off the map with these, except at point-blank to a ledge).

Basic Knockdown Moves. Hammer Punch (BM)/Gut Punch(NW)/Ground Roll(R)/Spin Punch(BG) - Punch x3 Roundhouse(NW)/Heel Kick(R)/Handstand Slam(BG) - Kick x3

More useful in the early game, these moves can kill Scarecrow goons reliably. Other than that, they are handy in a pinch for knocking enemies off ledges, allowing the first 2 hits to push them that much closer to their doom.

Whipping Strike (Batman/Nightwing) Kick, Kick... Kick, Punch

This is one of a handful of moves that have serious problems connecting reliably. Often, the punch will fail to connect and you will see a sphere indicating a block instead, dealing no damage.

The only way I've been able to get it to connect better is to have the enemy up against the wall; it appears the hitboxes on the backhand just don't have enough range. Either way, unfortunately, you will need to make use of this move on the Bane stages until Boomerang Kick becomes available.

Single-Hit Charge Moves.

Cyclone Fist (Batman/Nightwing), Dragon Punch (Robin/Batgirl) - Punch (Hold)

Hurricane Kick(Batman/Nightwing), Slide Surprise (Robin/Batgirl) - Kick (Hold)

Useful when it's the only move you have, but quickly outclassed by later unlocks. In the case of Batman/Nightwing, it does hit multiple enemies, but more often then not they will get up again.

Stops 1-cycling enemies in the Bane levels for Batman/Nightwing, Clayface levels for Robin/Batgirl. Beware.

Power Throw Grab, Grab (Hold)

Sounds great on paper, but since it requires a grab, it's actually slower than normal super moves. If you want to use it to throw enemies off-stage, think again, because you have several much faster options than this, none of which require meter. Good for that occasional solo straggler kill I guess?

Robin's is the least laggy, but not by a lot, unlike regular throws.

C - For Style Points Only A Crappy Knockdown Move. Push Kick (Batman) - Kick x3

Everyone else's basic kick combo comes out fast, but not Batman's. It's extremely laggy, and even though it always sends enemies far, you're better off using jump attacks if your intention is to launch enemies off ledges.

Punch/Kick Takedowns. Punch Takedown (Batman/Nightwing) - Grab, Punch Kick Takedown (Batman/Nightwing) - Grab, Kick

Unlike Robin and Batgirl, Batman and Nightwing's takedowns are extremely laggy. They give a lot of combo meter, but in most cases it simply isn't worth it for the sake of speed, except on very rare occasions where you need a full meter fast.

Buddy Moves. In Co-Op, One Character grabs an enemy, the other grabs the same one from behind.

A successfully-performed Buddy Move will instantly fill your combo meter, but beware - - - it slows down the game with bullet time, every time.

D - Never, Ever Use These! Broken Super Move, and NOT in a good way Tornado Kick (Robin/Batgirl) - Punch, Punch, Kick (Hold)

This move does LESS damage than its earlier counterpart, Fierce Punch. In addition, it has serious issues connecting all the hits. There is no reason whatsoever to use it, unfortunately.

Basic Throws. Shoulder Throw (B)/Neck Throw(NW)/Twist Throw(BG)

Laggy as hell, and with minimal damage, you're better off omitting grabs altogether in a speedrun, unless you're Robin, who is blessed with a much faster throw that you can actually use to send enemies off ledges. Too bad it doesn't get the move out of this tier in his case.

--=GADGETS=--

S - Use Constantly

Batarang/Electric Batarang/Ricochet Batarang

You should ALWAYS be throwing this guy out. Whether it's to stun an enemy (and get free damage if you have Electric), incapacitate a group when maxed out, or safely detonate explosives, be they on the ground or in the hands of an enemy, this is the #1 way to manage groups because you can't run out, unlike pellets. Doesn't work against bosses (except for the Clayface conduits), but I digress: ALWAYS. BE. BATARANGING.

Remember that you can aim with Left Stick if you keep the gadget button held, if there are multiple targets within range.

A - Use Frequently

Smoke/Flash Pellets

Can save your ass if surrounded, especially on later levels. Good to stockpile for final encounters of levels, in order to minimize time that you're hit.

C - Use Sparingly

Bat-Grapple

It might get you the bowling bonus, but it does far too little damage to kill, it has far too little speed for mobility, and it has far too much lagginess for an off-stage launcher option. Can be used against Bane, but I've found that it's no substitute for a well-timed roll.

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