PizzaMasta
Hellblazer
With such an important feature of this game being completely new, and probably game-changing compared to MK, in term of controls, I thought it would be a good idea to keep track of everything the trait button could do, and that for every character in the game. As such, I will gather every information we have on each and every member of the roster's gimmick. I will probably add tactics and playstyle information related to the trait later, but as of right now this will summarize the basic details of every trait. If you have anything to add to this list, feel free to let me know.
We could also use this thread to discuss our thoughts on the various traits and speculate on the unknown ones.
We could also use this thread to discuss our thoughts on the various traits and speculate on the unknown ones.
- Batman - Robotic Bats
As soon as you press the Trait button, three robotic bats come flying around Batman, seemingly having no real purpose. However, by the press of the same button, you can shoot the three bats in succession without any start-up or animation, you can even do it DURING another move. This will no doubt provide a very good pressure option for Bats. You can also use the bats, by inputting a still unknown command, to have them spin quickly around Bats for as long as you hold the button, creating a move that is very similar to Kung Lao's spin in MK9. After they have been used, the bats slowly recharge one by one, as indicated by the meter next to the super meter.
- Superman - Solar Power
By pressing the Trait button, Superman concentrates the power of the sun to empower himself, gaining a red hue around his body. The effects of this buff are very similar to the ''Rage'' from MKvsDC, as it gives both a damage boost and makes Supes' moves ignore armor for a short time (which is different from the Rage, which made attacks unblockable). This ''rage'' slowly recovers after it has been used. The buff will keep on even if Superman is hit during it. - The Flash - Speed Force
- When initiated, Flash actually slows down time for about five seconds (not sure), which heavily impairs the opponent and gives Flash opportunities to create new combos or land unsafe moves. The speed force doesn't actually go down as a meter would like Superman's trait, but rather in ''thirds''. When iniated, one of three little lightning bolts next to Flash's super meter disappears, and another one disappears after every third of the Speed Force's duration. This will simply mean that even if only two thirds of the duration are used, you will have to wait for the full recharge to occur. Speed force is stopped as soon as Flash is hit.
- Solomon Grundy - Chain Grabs
- From what we've seen from the various previews and the EVO gameplay, it would seem that Grundy''s gimmick is actually his vicious chain throws. Not only because he has tons of them and they can occupy a full button by themselves, but also because his various grabs grant him various buffs, in offense, in defense (and in speed if I'm not mistaken) indicated by a fist, a shield and a feet next to his super meter. It would seem that it his possible to have a x1 buff or a x2 buff, probably depending on the level of the chain you're going through.
- Harley Quinn - Random Gifts
- Harley's trait has her pulling out a random gift from behind her back, and there are three possibilities : - A bomb, that damages the opponent - Joker's portrait, which restores a part of her health - Something else.... Help please!
- Wonder Woman - Stance Change
By pressing the B/Circle button, Wonder Woman can freely alternate between two stances, her "lasso" stance and her "sword-and-shield" stance. In her lasso stance, she has weaker and faster normals compared to her other stance, while she has much better mobility (including an air dash). Her sword-and-shield stance, on the other hand, has her much more grounded, with strong and long strings. It was mentioned that she would posses stance cancels. - Cyborg - Regeneration
By holding the gimmick button, Cyborg will (accompanied by a start-up animation) enter a state in which he cannot attack nor move, he is completely vulnerable In this state however, he uses his cybernetic upgrades to "heal" himself, slowly recovering his health bar. Being hit will of course stop the health regeneration. At this moment, it is unknown (and unlikely) if Cyborg can recover past his current health bar if he is at his second one. - Nightwing - Stance Change
Using Nightwing's gimmick will result in either him combining his two kali sticks into one long bo staff or him separating the latter into the sticks. In his Kali Sticks stance, Nightwing is much more agile, with a slow walking speed but fast dashes and high and long jumps. It is also much easier to create long strings while in this stance. In his Bo Staff Stance, Nightwing's movements slower, also with much shorter jumps. His hitbox is however shorter, and his normals have very long range, which will provide him very good opportunities to poke enemies out. It has been shown that it is indeed possible to switch between the two stances mid-combo. - Green Arrow - Elemental Arrows
Simply pressing the B button will shoot a normal arrow, with no added effects. Arrows can be held for as long as wanted, with crouching (low shots), jumping and moving still possible while holding an arrow. You can even aim diagonally upward or diagonally downward ( in the air) before shooting. By inputting certain motions before the B button, GA will instead charge up some special arrows. Here are his choices:
Fire Arrows x3
He can load up three fire arrows, which deal higher damage and knockback to distance yourself from your opponent
Shock Arrows x2
GA can charge up two electric arrows that provide a good amount of hitstun contact, letting you move back or close in after successfully landing a shot.
Ice Arrow x1
You can also prepare this one frost arrow, which will, as the name implies, freeze the opponent on place similarly to Sub-Zero's freeze ball. It would seem however that Arrow's freeze arrows always bring the enemy back to ground, even when show in the air. - Catwoman - Cat Scratch
After a certain number of combos have been landed on the opponent or moves have been dodged using Selina's evasive special moves, Catwoman has the opportunity, by pressing B, to unleash an unique combo. This combo starts off with two normal hits (possibly overheads) followed by an unlockable hit, a sort of command grab that lets you pierce your enemy's defenses. The length of this combo depends on the number of ''claws'' gathered so far. - Deathstroke - Perfect Aim
When initiated, Deathstroke is granted a buff that makes all of his gunshot moves unblockable for a short period of time. This can let you finish off opponents, initiate combos and simply zone your foe more effectively. After this buff however, all of Slade's gun moves will miss for a comparable period of time. - Joker - Ha! Ha! Ha!
Joker's trait lets you execute both a high and a low parry. In addition to having these two counter, each time you land a successful parry, Joker's walk speed and jumping arc increases, each buff stacking on one another. - Green Lantern - Green Lantern's Might
Green Lantern's trait has him powering himself using his ring, making him glow green for a short period. For now, all we know is that it ''changes the properties of his special moves''. - Lex Luthor - Energy Shield
Described briefly in a magazine and actually shown in gameplay, Luthor's trait has him SLOWLY activating an energy shield, which does not impair his movement or attacks in any way but grants him an immunity to projectiles for a short delay/a number of projectiles. - Bane - Unknown
We know Bane's trait involves him injecting even more Venom into his veins, which makes his skin turn green, but the effect of this buff is still a mystery. - Shazam - Lightning Fists
When Shazam enhances his fists with lightning, they gain electrical properties, adding chip damage, damage and additional hitstun to all of his physical attacks for a certain duration. - Aquaman - Slippery Skin
On the press of the B button, Aquaman surrounds his body with a veil of water, à la Rain. With this buff, Aquaman will fall off the next juggle he falls into much faster, preventing him from recieving high damage combos for a short time, in a way. - Hawkgirl - Unknown
Hawkgirl's trait is very most likely her flight mode, but this or the flight's details have not been confirmed.
- Sinestro - Fear Ball
After a very long starting animation, Sinestro can release a hideous yellow ball that hovers over him, periodically shooting tiny energy beams toward the enemy. They do not seem to have any special properties, and probably don't do much damage, but they let Sinestro extend his combos and interrupt enemy moves. - Raven - Demon Form
Raven can initiate, using her trait button, her demon stance. When activated, Raven's skin turns red and she has access to a plethora of new special moves, including a teleport and rising demons fromt he ground, similar to Shang's skulls. She can also grab opponents and put them in a stun state, from full screen (although it can be blocked). It is unknown which moves she loses/gets or her movelist changes completely. Her trait can also be activated in the air. - Doomsday - Tough Skin
- Not all details have been revealed on Doomsday's trait, but he clearly makes himself more resistant to attacks. Whether he actually has super armor for his whole super or he simply can't be juggled remains to be seen and confirmed.
- Black Adam - Lightning Orbs
- When the gimmick button is pressed, Adam will create three lightning orbs that will orbit around him. These orbs have multiple purposes, as in addition to absorbing incoming projectiles, they will also cause damage (without hitstun) to anyone close enough, although this will destroy them. A meter will then fill back up for BA to use his orbs again.
- Killer Frost - Unknown
- Ares - Unknown