
Batman later gains access to the Shock Gloves.
Fighting mr ze batman arkham city upgrade#
The combat remained largely the same as in City, but Batman has a different set of quickfire gadgets, and can upgrade his focus to last until he uses two special moves. If used in Freeflow Focus Mode, usable gadgets become much more powerful: 3 powerful Batarangs can be thrown instead of one and they keep enemies down for longer the Batclaw Slam is much more powerful and generates a blast that pushes nearby enemies away a bit Explosive Gel has a much wider blast range and enemies are down for longer as a result the Remote Electrical Charge shocks many enemies instead of just one and the Freeze Blast freezes many enemies instead of just one. Another upgrade, Freeflow Focus Gadgets, allows Batman to end the focus mode with the benefit of increasing the power of his quickfire gadgets this upgrade can not be turned off, however, and only affets Batman.

This focus can, however, be lost if he uses any special move during it. Once "Freeflow Focus" is purchased, Batman can begin to experience his surroundings in slow motion once he reaches a 12 hit combo without using any special moves. Batman can use more gadgets in combat, had access to more special moves, and could weaponize the stun move, by using it to initiate a Beat Down or an Aerial Attack alternately, he can knock enemies down (but not out) by swinging his cape at them until they lost balance. The combat system is greatly improved upon, and Batman gained several new moves to use against his opponents. Special Combo Moves were not initially available, and are upgrades that the player can get. The Ground Takedown, while difficult to perform, awards the most points if it is used. Batman can punch, counter, stun and leap over his opponents, and eventually use both the Batclaw and Batarangs as weapons.

In predator situations, players can initiate Freeflow similarly and use some similar attacks such as normal strikes and counters (which are much more powerful for taking down enemies quickly), Beat Downs, etc., but cannot use Critical Strikes or Special Combo Moves.Ĭompared to the later entries in the series, the original game's combat is quite simplistic. Most of the aforementioned features of Freeflow Combat are only available in combat situations. After such a move is used, the yellow "special move" meter expires until eight or five more multipliers are added. Once the counter turned yellow (at the initial eighth, or after upgrading, fifth multiplier), the player could perform a special move, which served different functions: one could instantly take any normal enemy out, others would temporarily Stun nearby opponents, and one can destroy their weapons. Even though the on-screen instructions say timing is required for a Critical Strike, it is merely to train players not to frantically strike but to take it slow, because you can still do a Critical Strike even if you've evaded so many times after the last strike. While the combo counter only increases by 1 multiplier per strike, each game allows upgrading to Critical Strikes, which increases the combo by two, provided that the player isn't mashing the strike buttons continuously. However, failing to Counter, hitting air or a shielded enemy or not doing anything for longer than about 1 second instantly ends the combo. As long as the combo is kept, the character can attack further distances, more enemies and gains more speed.

A starting, non-Freeflow Blade Dodge Takedown adds only two multipliers to initiate Freeflow rather than three like a Freeflow one. Some heavy attacks also adds 2 multipliers if used to initiate Freeflow, unlike normally when they only adds 1 multiplier during Freeflow, such as the Batclaw Slam or the Aerial Attack or in the story mode or Predator Mode, also Glide Kick, Glide Boost, and Pounce.

This is why there are some ways for you to immediately initiate Freeflow by simultaneously adding two multipliers, typically running to get momentum then striking or slide tripping, rather than just striking or countering twice. After starting a fight and reaching a two-multiplier combo (as shown in the upper left corner), the character enters Freeflow Combat at the third multiplier (added by either a strike or a Batarang and signaled by slow motion and sound effects).
