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:
- Batgirl (all versions)
- Batman/Arkham Knight
- Catwoman (all versions)
- Darkseid/Prime
- All Deathstroke characters with Point Blank SP1*
- Doomsday (all versions)
- Harley Quinn/Suicide Squad
- Jessica Cruz/Rebirth
- Lex Luthor (all versions)
- Lobo (all versions)
- Superman (all versions)*
- Wonder Woman (all versions except Dawn of Justice)
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:
- Catwoman/Ame-Comi: tap twice or thrice.
- Catwoman/Batman Ninja, Catwoman/Arkham Knight: tap twice.
- Darkseid/Apokolips: tap thrice.
- Doomsday/Blackest Night: tap twice.
- Hawkgirl/Blackest Night: tap thrice.
- Raven/Rebirth: tap thrice.
- Superman/New 52: tap twice or thrice.
- The Joker/Batman Ninja, The Joker/Suicide Squad, and The Joker/Unhinged Suicide Squad: tap twice.
From Heavy Combo[]
List:
- Aquaman/Injustice 2
- Batman/Arkham Origins, Batman/Batman Ninja, **Batman/Red Son, **Batman/Dawn of Justice, **Batman/Flashpoint
- Catwoman/Regime, Catwoman/Batman Returns, Catwoman/Ame-Comi, Catwoman/Arkham Knight
- Black Adam/New 52
- Catwoman/Ame-Comi
- Cyborg/Teen Titans
- Darkseid/Apokolips
- Deadshot (all versions)
- Deathstroke/Arkham Origins
- Deathstroke/Prime
- Doomsday/Blackest Night
- Green Arrow/Rebirth
- Hawkgirl/Earth 2
- Jessica Cruz/Rebirth
- Killer Croc/Arkham
- Killer Frost/Prime
- Lobo/Prime
- Nightwing/Batman Ninja
- Nightwing/Regime
- Raven/Prime, Raven/Teen Titans
- Scorpion/Mortal Kombat, Scorpion/Mortal Kombat X
- Shazam (all versions)
- Sinestro/Regime
- Static/Prime
- Superman/New 52
- Superman/Red Son
- The Flash/Metahuman
- The Joker/Arkham Origins
- Wonder Woman/Red Son
- Wonder Woman/Regime
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[]
- The link to videos of the basic-special combos mentioned above. Please message AntiPasta if you would like to have a combo added.