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Basic-Special combos are sequences of attacks composed of a light or heavy basic attack combo that allows you to follow up with a Special Attack that cannot be blocked, when most of the cases this will cause the special to miss. This does not include the passives of Green Arrow/Arrow or Martian Manhunter, and should not be confused with Unblockable attacks (those will break and negate blocks, while opponents are unable to block at all against these).

At one point, a hidden update made it impossible to use specials at all while your opponent is knocked down. After much player complaint, it appears that some of them have been reinstated.

The effectiveness this brings to Wonder Woman/Red Son and Superman/Red Son contributed to their popularity. Red Son Superman was the only character known who can make both of his specials unblockable this way, until later joined by various Batmen (Batman/Dawn of Justice, Batman/Flashpoint, Batman/Arkham Knight , and Batman/Gaslight).

Usually, specials that can be used this way have fairly fast starting animations and the character's heavy combo does not knock down/back the opponent too far.

It seems that all of the characters’ Specials cannot be chained at all while your opponent is knocked down by light basic attacks. However, in the recent updates of the game, it’s a special case with Deadshot/Arkham Origins and Black Adam/New 52 who are the ONLY characters in the game who can chain a Special from BOTH basic attacks, which is is his SP1 and SP2, respectively.

SP1[]

From Light Combo[]

With combo ender[]

Without combo ender[]

  • All Batman characters with 7-hit SP1: tap twice
  • All Doomsday characters: tap twice
  • Static/Prime: tap thrice (only when combo ender's swipe doesn't appear, or all the hits after the mini-game will miss)
  • All The Joker characters with 2-hit SP1: tap twice

From Heavy Combo[]

List:

Note:

  • Green Lantern/Jessica Cruz Rebirth: Jessica Cruz’s whole SP1 can be fully chained from her heavy basic attacks ONLY IF she has sent the opponent to the far end of battle arena.
  • Superman/Dawn of Justice, Superman/Injustice 2, Superman/New 52, and Superman/Blackest Night have to wait during the tap minigame until near the timer expires for it to chain, because their SP1 have three hits instead of just one hit. Alternatively you can get the minigame to 195% and wait out the timer instead of timing it.
  • Darkseid/Prime: When the opponent isn't near the other end of arena, the 2nd hit doesn't connect (or the 3rd hit, but rarely) - otherwise, all hits connect.
  • Batman/Arkham Knight: He must send the enemy to the far end of the battle arena.
  • With the only exception is Deathstroke/Flashpoint, Point Blank SP1 on other Deathstroke requires extreme timing to connect.

SP2[]

From Light Combo[]

With combo ender:

Without combo ender:

From Heavy Combo[]

List:

Note:

  • Cyborg/Prime: When Cyborg hasn’t sent the opponent yet to the far end of the battle arena, ONLY THE 1ST HIT can be chained from the heavy combo - otherwise (when the opponent is already sent to the far end of the arena), ALL HITS will chain.
  • Cyborg/Teen Titans: He must send the enemy to the far end of battle arena.
  • Wonder Woman/Regime: The same case with Teen Titans Cyborg.
  • Green Lantern/Prime: If Green Lantern knocks back the opponent with a heavy combo then activates his SP2, and the 1st hit manages to deliver a KO, the next opponent tagging in will not receive any damage from the last hit. There are times, however, that the 1st hit of Rocket Barrage doesn’t hit the opponent but the 2nd hit does, and also there are times that upon delivering a KO on the Rocket Barrage’s 1st hit the last hit will hit the next opponent tagging in.
  • The Arkham Knight/Arkham Knight: If The Arkham Knight manages to KO the opponent from the 1st 2 or 4 hits of his powerful heavy basics and the next opponent tagging in is hit from the last 2 or 4 hits (the opponent CANNOT manage to block under this situation), The Arkham Knight’s SP2 can be used immediately and chain into it, which is even more deadly when the player hits 200% on the Target minigame. Also, it can be the same case with Regime Bane (see below).
  • Bane/Regime: Bane’s whole SP2 can be fully chained from his heavy basic attacks ONLY IF he has sent the opponent to the far end of battle arena.
  • Bane/Luchador: The same case with Regime Bane.
  • Bane/Arkham Origins: The same case with Regime Bane.
  • Batman/Gaslight: The same case with Regime Bane.
  • Batman/Batman Ninja: The same case with Regime Bane, otherwise the last hit (with the most damage) will miss.
  • Batman/Arkham Knight: The same case with Regime Bane - otherwise, the 1st hit won’t hit the opponent and only the backward kick (the Special’s animation when the opponent blocks) will hit.
  • Batman/Arkham Origins: Chaining is still possible, but must be done with extreme timing and precision, Batman's SP2 needs to be done immediately after the last hit of the heavy combo so that it connects with the opponent.
  • Batman/Batman Ninja: The same case with Regime Bane. Otherwise, only the 1st 2 hits - the stunning smoke bomb part - can be chained from Batman’s heavy combo.
  • Wonder Woman/Dawn of Justice: The same case with Regime Bane. Otherwise, only the 1st hit can be chained from her heavy combo.
  • The Joker/Unhinged Suicide Squad: Only the 1st hit will damage the opponent, and the rest will just hit the air. Do take note, however, that the SP2’s animation will be the non-blocking one.

Misc[]

Previously, it is possible to chain Superman/Red Son's special 2, Static's special 1, Doomsday/Prime's special 2, Sinestro's special 1, and Batgirl/Cassandra Cain's special 1 into their light basic attack combos (Batgirl, Doomsday, and Superman can still chain their SP1s into their heavy attacks). Catwoman (all versions) can chain her SP1 into her light combo if timed correctly.

**NOTE: As of Patch 2.21, ALL versions of Batman (except Batman/Arkham Knight) have a heavy basic combo that knocks back the opponent, not just staggering them back. From this, these versions of Batman stated in this article CANNOT chain their heavy combo anymore into their Specials - except Batman/Arkham Origins, Batman/Arkham Knight and Batman/Gaslight (although for all of the mentioned Batmen there are conditions that must be met).

All Basic-Special Combos[]

Character Chain(s) Notes
Aquaman/Injustice 2 Heavy Combo -> SP2
Bane/Arkham Origins Heavy Combo -> SP2 Opponent must be sent to far side of arena
Bane/Luchador Heavy Combo -> SP2 Opponent must be sent to far side of arena
Bane/Regime Part of Heavy Combo -> SP2
Heavy Combo -> SP2 Opponent must be sent to far side of arena
Batgirl/Arkham Knight Heavy Combo -> SP1 Bugged, Batgirl may only stun the opponent and not use the rest of special
Batgirl/Cassandra Cain Heavy Combo -> SP1
Batgirl/Prime Heavy Combo -> SP1 Not reliable
Batman/Arkham Knight 2 light hits -> SP1
Heavy Combo -> SP1 Opponent must be sent to far side of arena
Heavy Combo -> SP2 Opponent must be sent to far side of arena
Batman/Arkham Origins Heavy Combo -> SP2 Requires extreme timing and precision
Batman/Batman Ninja 2 light hits -> SP1
Heavy Combo -> SP2 Opponent must be sent to far side of arena, otherwise the last hit will miss
Batman/Dawn of Justice 2 light hits -> SP1
Heavy Combo -> SP2
Batman/Flashpoint 2 light hits -> SP1
Heavy Combo -> SP2
Batman/Gaslight 2 light hits -> SP1
Heavy Combo -> SP2 Opponent must be sent to far side of arena
Batman/Red Son Heavy Combo -> SP2
Black Adam/New 52 Light Combo + Combo Ender -> SP2
Heavy Combo -> SP2
Catwoman/Ame-Comi Heavy Combo -> SP1
2 light hits -> SP2
3 light hits, whiff Combo Ender -> SP2
Heavy Combo -> SP2
Catwoman/Arkham Knight Heavy Combo -> SP1
2 light hits -> SP2
Heavy Combo -> SP2
Catwoman/Batman Ninja Heavy Combo -> SP1
2 light hits -> SP2
Catwoman/Batman Returns Heavy Combo -> SP1
Heavy Combo -> SP2
Catwoman/Prime Heavy Combo -> SP1
Catwoman/Regime Heavy Combo -> SP1
Heavy Combo -> SP2
Cyborg/Prime Heavy Combo -> SP2
Cyborg/Teen Titans Heavy Combo -> SP2
Darkseid/Apokolips 3 light hits, whiff Combo Ender -> SP2
Heavy Combo -> SP2 Requires (somewhat) precise timing
Darkseid/Prime Heavy Combo -> SP1 Opponent must be sent to far side of arena
Deadshot/Arkham Origins Light Combo + Combo Ender -> SP1
Heavy Combo -> SP1 Not reliable
Heavy Combo -> SP2
Deadshot/Suicide Squad Light Combo -> SP1 Not reliable
Heavy Combo -> SP2
Deathstroke/Arkham Origins Heavy Combo -> SP1 Requires extreme timing
Heavy Combo -> SP2
Deathstroke/Flashpoint Heavy Combo -> SP1
Deathstroke/Prime Heavy Combo -> SP1 Requires extreme timing
Heavy Combo -> SP2
Doomsday/Blackest Night 2 light hits -> SP1
Heavy Combo -> SP1
2 light hits -> SP2
Heavy Combo -> SP2
Doomsday/Containment 2 light hits -> SP1
Heavy Combo -> SP1
Doomsday/Prime 2 light hits -> SP1
Heavy Combo -> SP1
Doomsday/Regime 2 light hits -> SP1
Heavy Combo -> SP1
Green Arrow/Rebirth Light Combo + Combo Ender -> SP1
Light Combo + Combo Ender -> SP2
Heavy Combo -> SP2
Green Lantern/Jessica Cruz Rebirth Heavy Combo -> SP1 Opponent must be sent to far side of arena
Heavy Combo -> SP2
Green Lantern/Prime Heavy Combo -> SP2 1st or 2nd rocket may not hit opponent
Harley Quinn/Suicide Squad Heavy Combo -> SP1
Hawkgirl/Blackest Night 3 light hits -> SP2
Hawkgirl/Earth 2 Heavy Combo -> SP2
Killer Croc/Arkham Heavy Combo -> SP2
Killer Frost/Prime Heavy Combo -> SP2
Lex Luthor/Insurgency Heavy Combo -> SP1
Lex Luthor/Krypto Heavy Combo -> SP1
Lex Luthor/Prime Heavy Combo -> SP1
Lobo/Bounty Hunter Heavy Combo -> SP1
Lobo/Prime Heavy Combo -> SP1
Heavy Combo -> SP2
Nightwing/Batman Ninja Heavy Combo -> SP2
Nightwing/Regime Heavy Combo -> SP2
Raven/Prime Heavy Combo -> SP2
Raven/Rebirth 3 light hits -> SP2
Raven/Teen Titans Heavy Combo -> SP2
Scorpion/Mortal Kombat Heavy Combo -> SP2
Scorpion/Mortal Kombat X Heavy Combo -> SP2
Shazam/New 52 Heavy Combo -> SP2
Shazam/Prime Heavy Combo -> SP2
Sinestro/Regime Heavy Combo -> SP2 Requires extreme timing
Static/Prime 3 light hits, whiff Combo Ender -> SP1
Heavy Combo -> SP2
Superman/Blackest Night Heavy Combo -> SP1 3-hit special: must wait until near timer expiration or reach 195% and wait out timer
Superman/Dawn of Justice Heavy Combo -> SP1 3-hit special: must wait until near timer expiration or reach 195% and wait out timer
Superman/Godfall Heavy Combo -> SP1
Superman/Injustice 2 Heavy Combo -> SP1 3-hit special: must wait until near timer expiration or reach 195% and wait out timer
Superman/Man of Steel Heavy Combo -> SP1
Superman/New 52 Heavy Combo -> SP1 3-hit special: must wait until near timer expiration or reach 195% and wait out timer
2 light hits -> SP2
3 light hits, whiff Combo Ender -> SP2
Heavy Combo -> SP2
Superman/Prime Heavy Combo -> SP1
Superman/Prison Heavy Combo -> SP1
Superman/Red Son Heavy Combo -> SP1
Heavy Combo -> SP2
Superman/Regime Heavy Combo -> SP1
The Arkham Knight/Arkham Knight Part of Heavy Combo -> SP2 If opponent is KOed with 2nd or 4th hit of heavy basics and next opponent is hit with basics, SP2 can be used and chain from heavy attacks
The Flash/Metahuman Heavy Combo -> SP2
The Joker/Arkham Origins Heavy Combo -> SP2
The Joker/Batman Ninja 2 light hits -> SP1
2 light hits -> SP2
The Joker/Suicide Squad 2 light hits -> SP1
2 light hits -> SP2
The Joker/Unhinged Suicide Squad 2 light hits -> SP1
2 light hits -> SP2
Heavy Combo -> SP2 Only 1st hit will damage opponent (will still use unblocked animation)
Wonder Woman/600 Heavy Combo -> SP1
Wonder Woman/Dawn of Justice Heavy Combo -> SP2 Opponent must be sent to far side of arena
Wonder Woman/New 52 Heavy Combo -> SP1
Wonder Woman/Red Son Heavy Combo -> SP1
Heavy Combo -> SP2
Wonder Woman/Regime Heavy Combo -> SP1

Trivia[]

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