I'll say this after using him...do the ankle grab toss move often in your strings. That launcher gets you way more hits and if you catch them coming out of your air stuff right you can bat gimmick them for a few more hits. Dude is a sandbox with those remote bats.
EDIT: Also interestingly enough the cape glide double jump is not simply jump twice. You jump then do a Up Forward or Up Backward. Its kind of like a tiger knee. Its really smooth.
DOUBLE EDIT: Hmmm...his butterfly kick combos into his anti air batarang and a lot of stuff can go into butterfly kick. I think I found a launcher setup there.
L = X for 360 and Square for PS3
M = Y for 360 and Triangle for PS3
H = A for 360 and X for PS3
P = B for 360 and Circle for PS3
~ = Cancel
f = Toward
b = Back
d = Down
u = Up
jb = Jumping Backwards
jf = Jumping Forwards
j = Jumping Straight Up
Combos are numbered and lettered--just numbers are non-meter, if it has a letter afterwards, it's a metered version of the combo.
Overhead Starter vs Crouching Opponent:
1) fH, jfH, LMH, bMH (8 Hits 37%) *You can add 3 hits and 2% damage (39%) by having 3 batarangs on hand and releasing them during the final string of bMH