Movie
Description
Selina Kyle, operating as Catwoman, was displaced alongside Batman and other Gotham figures into feudal Japan during a confrontation between Batman and Gorilla Grodd at Arkham Asylum. Grodd's time displacement experiment caused her arrival two years prior to Batman due to her proximity to the Quake Engine. In this era, Gotham's criminals had seized power as feudal lords, manipulating local daimyo and waging wars for dominance. Catwoman initially positioned herself as a double agent between Batman and Grodd to advance her own agenda.
After Batman's arrival, she explained the temporal displacement and aided him in locating Alfred Pennyworth, who established an improvised Batcave near Edo. Catwoman later betrayed Batman to assist Grodd during a clash with the Joker and Harley Quinn, but switched allegiances upon learning the Joker's plans, joining the final battle to defeat the united villains. Post-conflict, she returned to present-day Gotham City and sold salvaged weapons and furniture from mechanized castle robots at an antique shop.
Combat-wise, this iteration wielded retractable claws and demonstrated agility through martial arts and acrobatics, prioritizing opportunism and adaptability. As a Metal-tier variant in the "Injustice" mobile game, she possessed 2900 base strength and 2700 health. Her signature ability, "RAGE," triggered upon tagging in, enemy KO, teammate KO, or using Special 2 (SP2). This state amplified basic attack damage and applied power drain with each basic hit—visually represented by enlarged pink energy claws overlaying her natural ones. The drain could deplete multiple power bars instantly, even during enemy special moves, though its effectiveness diminished against high-health targets in Survivor mode or opponents with two LexCorp gear pieces (which reversed drain into power gain).
Mechanically, she avoided knockout via Batman Ninja teammates: when reduced to 1 health during an enemy special attack, she vanished and was replaced by a teammate without countering the attack (repeatable twice in a full Batman Ninja team). Her "Evolved" passive let Dark Power specials permanently disable an opponent's gear upon activation, with increased odds via Dark Power SP2—bypassing invulnerability and lasting until her KO. Dark Power SP1 inflicted uncleansable Bleed damage-over-time. Her tag-in executed an unblockable scream dealing 4% of her damage stat, leaving opponents vulnerable to follow-ups but interruptible by specials or precise basics.
Morally aligned as an anti-hero, she adhered to utilitarian principles favoring self-preservation and personal gain, yet cooperated when mutual interests aligned. Her dynamic with Batman retained romantic tension and methodological conflicts, consistent with her established identity as a skilled thief and occasional ally-adversary.
After Batman's arrival, she explained the temporal displacement and aided him in locating Alfred Pennyworth, who established an improvised Batcave near Edo. Catwoman later betrayed Batman to assist Grodd during a clash with the Joker and Harley Quinn, but switched allegiances upon learning the Joker's plans, joining the final battle to defeat the united villains. Post-conflict, she returned to present-day Gotham City and sold salvaged weapons and furniture from mechanized castle robots at an antique shop.
Combat-wise, this iteration wielded retractable claws and demonstrated agility through martial arts and acrobatics, prioritizing opportunism and adaptability. As a Metal-tier variant in the "Injustice" mobile game, she possessed 2900 base strength and 2700 health. Her signature ability, "RAGE," triggered upon tagging in, enemy KO, teammate KO, or using Special 2 (SP2). This state amplified basic attack damage and applied power drain with each basic hit—visually represented by enlarged pink energy claws overlaying her natural ones. The drain could deplete multiple power bars instantly, even during enemy special moves, though its effectiveness diminished against high-health targets in Survivor mode or opponents with two LexCorp gear pieces (which reversed drain into power gain).
Mechanically, she avoided knockout via Batman Ninja teammates: when reduced to 1 health during an enemy special attack, she vanished and was replaced by a teammate without countering the attack (repeatable twice in a full Batman Ninja team). Her "Evolved" passive let Dark Power specials permanently disable an opponent's gear upon activation, with increased odds via Dark Power SP2—bypassing invulnerability and lasting until her KO. Dark Power SP1 inflicted uncleansable Bleed damage-over-time. Her tag-in executed an unblockable scream dealing 4% of her damage stat, leaving opponents vulnerable to follow-ups but interruptible by specials or precise basics.
Morally aligned as an anti-hero, she adhered to utilitarian principles favoring self-preservation and personal gain, yet cooperated when mutual interests aligned. Her dynamic with Batman retained romantic tension and methodological conflicts, consistent with her established identity as a skilled thief and occasional ally-adversary.