Difference between revisions of "Batman: Arkham Asylum/Fights"
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HonorableJay (Talk | contribs) (Created page with "=General Strats= ==Last Man Standing (Easy/Hard)== One of the biggest hidden aspects of the fight mechanics is the last enemy standing will always have 1 health, meaning your ...") |
HonorableJay (Talk | contribs) (→Fast Ground Pound) |
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#Ground pound | #Ground pound | ||
While not as effective on Easy mode due to the Combo Critical Strikes upgrade, on Hard it can drastically shorten the duration of a fight. | While not as effective on Easy mode due to the Combo Critical Strikes upgrade, on Hard it can drastically shorten the duration of a fight. | ||
+ | ==Fast Ground Pound== | ||
+ | As mentioned, during a combo Batman will do a flashy version of the standard ground pound that can be canceled by intentionally missing a batarang. However, with really good timing and setup, the fast ground pound can be executed during a fight without dropping the combo. There are numerous ways to set this up, and none of them are 100% effective. Regardless, all of these methods require that the duck key is held early to prepare for the actual ground pound. | ||
+ | #Perfect combat timing/Animation cancel: Immediately as an attack lands, press the counter key. The chances are slightly higher to work if Batman is in the middle of a long animation (like a cape stun). | ||
+ | #Aim somewhere else: During combat, make sure your intended target to ground pound is not being aimed at. Instead, keep the target behind or to the side of where the camera is aimed. | ||
+ | #Stay close: Stand as close as possible to the target or partially on top. | ||
+ | #Don't move: During the fight, let go of the movement keys/analog stick before pressing counter | ||
+ | |||
==2 Thugs (Easy/Hard)== | ==2 Thugs (Easy/Hard)== | ||
Many of the transition fights in the game happen in the hallways between major fights, with the earlier encounters against 2 thugs. | Many of the transition fights in the game happen in the hallways between major fights, with the earlier encounters against 2 thugs. |
Latest revision as of 17:34, 19 May 2014
Contents
General Strats
Last Man Standing (Easy/Hard)
One of the biggest hidden aspects of the fight mechanics is the last enemy standing will always have 1 health, meaning your next attack on the last thug will immediately be a knockout blow. The only exception is if you drop the combo. If that's the case, it'll take 2 attacks instead of 1.
Ground Pounds + Combo Breaking (Easy/Hard)
As long as Batman is in the middle of a combo, many of the regular attacks will be replaced by flashy combo attacks. While most don't waste much time, there are quite a few that can, and the biggest one is the combo ground pound. Instead of simply knocking the enemy out, Batman will execute either a spinning backflip with a half-twist or a short hop to first land on the enemy, then deliver the final blow. If an enemy is close, it's always faster to break the combo before executing a ground pound.
- Knock down an enemy (make sure nobody else is standing if you have Combo Batarang upgrade)
- Throw a quick Batarang to break the combo
- Ground pound
While not as effective on Easy mode due to the Combo Critical Strikes upgrade, on Hard it can drastically shorten the duration of a fight.
Fast Ground Pound
As mentioned, during a combo Batman will do a flashy version of the standard ground pound that can be canceled by intentionally missing a batarang. However, with really good timing and setup, the fast ground pound can be executed during a fight without dropping the combo. There are numerous ways to set this up, and none of them are 100% effective. Regardless, all of these methods require that the duck key is held early to prepare for the actual ground pound.
- Perfect combat timing/Animation cancel: Immediately as an attack lands, press the counter key. The chances are slightly higher to work if Batman is in the middle of a long animation (like a cape stun).
- Aim somewhere else: During combat, make sure your intended target to ground pound is not being aimed at. Instead, keep the target behind or to the side of where the camera is aimed.
- Stay close: Stand as close as possible to the target or partially on top.
- Don't move: During the fight, let go of the movement keys/analog stick before pressing counter
2 Thugs (Easy/Hard)
Many of the transition fights in the game happen in the hallways between major fights, with the earlier encounters against 2 thugs.
- Attack the first thug with a flying kick (knockdown)
- Cape stun the 2nd thug (stun locked)
- Ground pound the 1st thug
- Last attack on the stunned thug will finish the fight