Difference between revisions of "Batman: Arkham Asylum/Fights"

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Revision as of 15:22, 26 January 2014

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.

  1. Knock down an enemy (make sure nobody else is standing if you have Combo Batarang upgrade)
  2. Throw a quick Batarang to break the combo
  3. 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.

  1. Attack the first thug with a flying kick (knockdown)
  2. Cape stun the 2nd thug (stun locked)
  3. Ground pound the 1st thug
  4. Last attack on the stunned thug will finish the fight
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