Batman is a heavy character and the size of Snake. He can glide even though he can only double jump. Batman can crawl but not on his stomach. He is a quick runner and quick attacker. And he can wall cling.
B = Horizontal Batclaw
Fires the Batclaw horizontally and retracts. This is a charged attack. The more you charge it the farther it will go and more damage and knock back. This can also be used as a recovery move. If used as a recovery move you can press jIf an enemy is hit with the Horizontal Batclaw he will be pulled in. Here Batman will do an automatic attack depending on which direction you push when he is grabbed. It has great knock back fully charged, great range (a little more than ¼ of Final Destination), quick, and retracts quick.
Not pushing anything: Batman will punch the enemy as he is coming in.
Pushing Forward: Batman will jump and kick with both legs as he is coming in.
Pushing Backwards: Batman will roll on his back and kick the enemy once he is there.
Pushing Up: Batman will uppercut him as he is coming in.
Pushing Down: Batman will throw a quick smoke pellet when he is there.
Pushing Nothing in Air: Batman will punch him as he is coming in.
Pushing Forward in Air: Batman will kick him with both legs angled down as he is coming in.
Pushing Backwards in Air: Batman will yank the line sending him behind Batman
Pushing Up in Air: Batman will flip and bicycle kick him as he is coming in.
Pushing Down in Air: Batman will hammer him down as he is coming in.
Side B = Batarang
Throws a Batarang. Like Samus’ Missiles it is different when tilted. This attack can be angled up or down. If it hits the ground it gains a small bounce. Good speed, small knock back, Wolf’s laser range, and small damage.
Tilted Side B = Explosive Batarang
Throws an explosive Batarang. They move much slower than the normal Batarang but it explodes on contact with a person. If they hit the ground it will go off in a second. They will explode when flying for a certain amount of time. More damage, better knock back, less range.
Up B = Batclaw Recovery
Fires the Batclaw in an upwards direction then retracts it. Much like Zamus' Up B Batman’s is used in long recovery and can drag the enemy downward. The difference is when the Batclaw hits a person or the ledge you can hit jump and it will launch Batman skyward. It does little damage (anti ledge-hoggers) and has small knock back to those who ledge hog.
Down B = Smokescreen
Throws a smoke pellet at the ground. Does little damage, no knock back, and stuns the enemy for a second. Can be used in air. If done in the air, the pellet will travel until it hits something. If it hits someone who is in the air it will deal more damage, have small knock back, and no stun.
Batman’s grab is a normal grab.
B + Grab is his Batclaw grab. (B is not need for his Z-air)
Grab Pummel: Headbutts the enemy. Can only do a maximum of 3 headbutts before release.
Forward throw:
Kicks the enemy forward. Sends the enemy strait forward.
Backward throw:
Rolls on his back and kicks the enemy. Sends the enemy back at an upward angle.
Up throw:
Uppercuts them sending them up at a forward angle.
Down throw:
Throws the enemy on the ground then punches him sending them down to be thrown up.
A/Jab Combo: First punch is a small stun, then 5 really quick jabs then a strong punch. The quick jabs deal 1% while the stun punch deals 2% and the strong punch deals 5%.
Side A: Batman rushes forward with a strong punch.
Side Tilt: Batman kicks forward like Ganon’s Side Tilt but faster.
Up A: Snake’s Up Tilit
Up Tilt: Puts his leg up then down like Samus’ Up Tilt
Down A: Sweeps his cape in front of him, stunning the enemy for half a second.
Down Tilt/Crouch Attack: Batman sweeps his legs under the enemy making them trip.
Neutral Air: Batman performs a spilt kick.
Forward Air: Batman hammers with both hands sending him downward. (Spike)
Back Air: Batman kicks the person behind him with both legs. Same as Snakes Back Air.
Up Air: Batman flip kicks.
Down Air: Batman goes strait down and lands on the enemy.
Dash Attack: Rolls like Snake. Good knock back.
Glide Attack: Batman Kicks the enemy with both legs at an angle.
Final Smash: Because this is based of Arkham City Armored Edition, his Final Smash is his Armored Mode
Side Taunt: Throws explosive Batarangs around him all producing mini harmless explosions around him.
Up Taunt: Waves his cape around
Down Taunt: Bats gather around him then leave
Batman Colors:
Normal: Arkham City Batman
Yellow: Senestro Corps. Batman