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Page 21

COMBAT

CONTROLS GAMEPLAY CHARACTERS WALKTHROUGH CATWOMAN WALKTHROUGH

Combat is one of the great tests of a superhero.

SIDE MISSIONS

Batman avoids any weapon that may prove deadly

CHALLENGE MODE RIDDLER’S SECRETS

against his opponents, so much of his fighting relies

INTERVIEW

on strikes that wound and weapons that disable.

GALLERY

Let’s find out how to use them both to their fullest.

Watch out for snipers! If they target Batman with a laser sight, there’s little hope for survival.

ENTERING COMBOS Batman enters his combos by making several initial strikes. These first three blows occur at a slower rate than the following attacks, so try to start the combo against an unprepared enemy. Once the third successive blow lands, Batman enters Freeflow, which means his damage and speed increase. You can trigger this combo by attacking several different enemies. The timing of the attacks is what matters. You can’t delay very long between each swing!

MAINTAINING COMBOS Batman doesn’t fight like a landslide. He doesn’t pound down against single targets with unstoppable force. Instead, he fights like water, flowing from target to target without stopping to make himself more difficult to hit.

Counters and Special Combo Takedowns offer a moment of calm during a melee bout.

TIMING IS EVERYTHING! The first trick in combo maintenance is to master the timing. The initial victim in a group is often good to pound with three hits. The damage escalates after the combo gets going, so it doesn’t take multiple strikes to knock down regular thugs after that. Instead, jump back and forth between targets by pressing toward a new victim each time to cover ground quickly.

WHERE DOES HE GET ALL THOSE WONDERFUL TOYS?

The combo system is in place to reward players for correctly using Batman’s abilities. High combos result in experience at the conclusion of a battle and they’re tied to all of Batman’s special moves. It’s extremely important to maintain a combo because this improves Batman’s damage, mobility and potential for high-damage moves.

19 ©2011 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved.

From the Library of Paul Perry


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