Difference between revisions of "Batman: Arkham Asylum/Fights"
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Revision as of 14:22, 26 January 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.
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