Can start a variation: Yes (enemy vault).Counters don't work on knife-wielders, baton-users, thrown objects or Titans, and on Easy or Normal the first three will have red lines instead of white to denote this. On Hard the lines aren't present, although sometimes you'll see a prompt at the bottom of the screen to counter. On Easy and Normal difficulty settings, you'll see white lines appear above an enemy's head as he's about to attack, warning you to counter. Available at the start of the game.Ĭounters are the most common way to deal with incoming attacks. They will allow you to safely fight off groups of enemies on any difficulty in Story Mode and will allow you to get high scores on the extreme combat challenges in Challenge Mode.Ĭan be used to start a combo and increments your combo. Criticals are the single most important combat technique you will master. If, during a strike or in the second before the combo expires, you press the strike button a single time with the direction of your target, your next hit will be transformed into a critical strike. A critical strike is performed once you're in Power Strike mode, by only pressing the strike button once for each hit. In addition, critical strikes knock your opponent to the ground, helping to clear large groups and give you ground takedown opportunities. You will strike whoever is right in front of you if you don't specify a direction, or you can aim very generally and Batman will leap to the target, even if he's off screen.Īn upgrade to the strike attack is available called Critical Strike, that does twice the damage and gives you twice the increment to you combo multiplier. Along with the Critical Strikes upgrade, this move allows you to quickly decimate your foes and fly back and forth between them. Strikes are the bread and butter of fights in Story Mode. Some moves can start combos while others can't, and some moves must be purchased as an upgrade before you can use them. In Challenge Mode, each move has a different point value, making it even more important to choose your attacks wisely. If you wait longer than a second in between moves, your combo will end.ĭifferent moves have different effects on both your combo and enemy health. Lastly, you can break your combo by not attacking in time. It's important not to button-mash if you are going for a large combo. This would be an attack that doesn't land, a counter when no one is attacking, etc. The most common way to lose your combo is to perform an action that doesn't hit a target. This can be from an enemy attacking you, hitting an electric wall, attacking an enemy with a stun baton or (sometimes) receiving gunfire. The most obvious way is to take any damage during the fight. There are three ways to break your combo prematurely. Your combo will continue until you run out of enemies, or have a combo failure. Below the combo multiplier in the corner of the screen, you'll see the names of the attacks you are doing, so you can see when you start doing Power Strikes. You'll need a 2× combo to engage the Power Strikes, and you'll normally start this off by using normal strikes or counters. Once you get your combo started, you'll be able to perform Power Strikes which let you fly around the area (regardless of distance) from enemy to enemy performing attacks. In Challenge Mode, the combo multiplier is used to increase your points as you are gaining them and at the end of a round you will also receive points for variations as well as other bonuses. Lastly, you'll be awarded a variation bonus based on how many different moves you incorporated into a single freeflow combo. If you achieve a five hit combo during combat, you'll also get a 10× experience bonus. In Story Mode, you get experience based on the types of enemies you defeated. In the upper left-hand corner of the screen you will see your combo multiplier build as you perform applicable moves.
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