Batman: Arkham Asylum/Tricks
From SDA Knowledge Base
Climb Skipping
http://www.twitch.tv/honorablejay/c/3485415
The animation system in Arkham Asylum is designed so that Batman's movements are as smooth as possible. By abusing this, it's possible to make Batman jump farther than the developers intended. To start, find any ledge where Batman will jump just short of the destination. This will normally cause him to grab onto the ledge and climb up.
- Turn the camera to a 45 degree angle
- Run at the ledge as normal
- If the stars align, profit!!
If done correctly, Batman's animation system will cause him to stand on air just over the edge of the platform and perform the jump farther ahead than normal. This will make his jump longer and completely skip the climbing animation.
Quick Attacks
http://www.twitch.tv/honorablejay/c/3485518
During fights, most players will spam the attack key as fast as possible, which is incredibly inefficient. Instead, wait for an attack to land, and just as it connects press attack to immediately unleash the next hit. It takes some patience and practice, but if you wait for an attack to land then immediately hit attack again, Batman will immediately throw another attack without delay. This allows you to string attacks together quickly against single or multiple targets.
Roll Cancel
http://www.twitch.tv/honorablejay/c/3485690
Batman has many mandatory animations. Flinching from explosions, standing up after a ground pound, etc etc. By initiating a dive roll just as one of these mandatory animations is supposed to happen, the animation is completely canceled by the roll. This allows you to keep Batman moving and waste as minimal time as possible.
Fall Cancel
When falling from a sufficient height, Batman will save himself by spreading his cape to slow the fall (which also wastes quite a bit of time). If the use/glide key is spammed just before the cape spread animation, the entire fall animation is skipped and you can immediately start moving. The fall save cape animation is one of a few animations that cannot be skipped with a roll cancel.