Matchup

Put two suits against each other and see how the fight actually plays out — every ability fired as it comes up, melee in between, and how long it takes to drop them.

Matchup

Everything one suit can throw at another, with the friction of an actual fight. Your settings are remembered on this device.

Fight conditions
52s
to drop Batman from full health
19 damage per second · Attack 85 vs Defense 60
  • Melee6 CPS · 45% in range
  • Speed Punches3 uses · 4.3/s
  • Thunder Clap4 uses · 1.2/s
  • Sonic Punch3 uses · 0.9/s
  • Aerial Charge3 uses · 0.7/s
  • Enhanced Reflexes2 uses · 0.1/s
  • [ULT] Solar Impact1 use · 0.1/s
Fight log (34 events)
  1. 0.0sMelee-1924 hp
  2. 0.0sSpeed Punches-75924 hp
  3. 0.0sMelee × 4-18891 hp
  4. 1.5sSonic Punch-15891 hp
  5. 1.5sMelee × 4-19858 hp
  6. 3.0sThunder Clap-15858 hp
  7. 3.0sMelee × 4-19827 hp
  8. 4.6sAerial Charge-12827 hp
  9. 4.6sMelee × 4-19802 hp
  10. 6.1s[ULT] Solar Impact-7802 hp
  11. 6.1sMelee × 8-36763 hp
  12. 9.1sEnhanced Reflexes-4763 hp
  13. 9.1sMelee × 25-109639 hp
  14. 18sThunder Clap-15639 hp
  15. 18sMelee × 4-18606 hp
  16. 20sSonic Punch-15606 hp
  17. 20sMelee × 4-18513 hp
  18. 21sSpeed Punches-75513 hp
  19. 21sMelee × 15-67434 hp
  20. 27sAerial Charge-12434 hp
  21. 27sMelee × 18-79340 hp
  22. 33sThunder Clap-15340 hp
  23. 33sMelee × 12-54271 hp
  24. 38sSonic Punch-15271 hp
  25. 38sMelee × 12-54142 hp
  26. 42sSpeed Punches-75142 hp
  27. 42sMelee × 6-24114 hp
  28. 45sEnhanced Reflexes-4114 hp
  29. 45sMelee × 11-4950 hp
  30. 49sThunder Clap-1550 hp
  31. 49sMelee × 4-1919 hp
  32. 50sAerial Charge-1219 hp
  33. 50sMelee × 5-20-0 hp
  34. 52sTarget down0 hp

Melee is rolled up between ability presses rather than logged per swing. Health is shown the way the in-game bar shows it.

Checking a single hit instead of a whole fight? The damage calculator does one ability at a time, and explains the formulas behind all of this. Per-ability numbers live on the abilities list.