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[[file:CatwomanCombat.jpg|thumb|320x320px|Catwoman fighting Two-Face's Henchmen inside Panessa Studios in the Challenge Maps in Arkham Knight.]]
'''Freeflow Combat''' was the smooth and adaptive structure of fighting in the ''Arkham'' series.
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'''Freeflow Combat''' is the smooth and adaptive structure of fighting in the ''Batman Arkham'' Game Series.
   
 
==General==
 
==General==
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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). 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. 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. A starting, non-Freeflow [[Blade Dodge Takedown]] adds only two multipliers to initiate Freeflow rather than three like a Freeflow one. As long as the combo is kept, the character can attack further distances, more enemies and gains more speed. However, failing to [[Counter]], hitting air or a shielded enemy or not doing anything for longer than about 1 second instantly ends the combo.
When a player reached an ''x3 Combo'', indicated by the ''Combination Counter'' in the upper left hand during combat, they could transition smoothly between enemies while attacking, and attack across longer distances. That allowed the player to attack multiple enemies in a short amount of time by alternating targets. To maintain that fast and smooth style, the player made one successful move against an enemy every second, without missing, being blocked, or being struck. Any of those reset the Combination Counter to zero.
 
   
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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 do not mashing the strike buttons continuously. 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.
The Combo Counter grew by one point with every successful strike or counter-attack. In [[Batman: Arkham City]] and [[Batman: Arkham Origins]], the player could counter more than one enemy attack at once, and the Combo Counter increased by the number of enemies that were successfully countered with that move. ''Critical Strikes'' and ''Critical Counters'' could be unlocked, which increased the rate at which the Combo Counter grew. When an attack was initiated directly after a prior attack was completed, the Combo Counter grew by x2 instead of x1, to encourage and reward patience and discipline over button-mashing.
 
   
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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 [[Special Combo Disarm and Destroy|destroy their weapons]]. After such a move is used, the yellow "special move" meter expires until eight or five more multipliers are added.
==Turning Yellow==
 
When the Combo Counter reached x8, it turned yellow, and the character could perform a S''pecial Combo Move''. Those moves could instantly stun, disarm, knock down, or take out opponents, either individually or in groups. The combo requirement to initial Special Combo Moves could be lowered to x5 by using an upgrade, which allowed earlier access to those special moves once a fight started.
 
   
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Most of the aforementioned features of Freeflow Combat are only available in combat situations. 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 Down]]s, etc., but cannot use Critical Strikes or [[Special Combo Moves]].
==Freflow Gadgets==
 
Freeflow Gadgets were used to increase the variety and effectiveness of combat. Tapping the Quickfire Commands made the character integrate a gadget into combat. For example, [[Batman]] could disarm a henchman with a quick-fire Batclaw, [[Catwoman]] could knock an opponent down with a thrown Bola, and [[Deathstroke]] could stun an enemy with a Neural Pellet, all without disrupting the Freeflow Combo. In fact, gadgets with a wide area of effect, like [[Robin|Robin's]] Snap-Flash, could dramatically increase the points earned in combat.
 
   
 
== [[Batman: Arkham Asylum]] ==
==Turning Red==
 
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Compared to the later entries in the series, the original game's combat is quite simplistic. [[Batman]] can punch, counter, stun and leap over his opponents, and eventually use both the Batclaw and Batarangs as weapons. [[Ground Takedown]], while difficult to perform, awards the most points if it is used. Special Combo Moves were not initially available, and are upgrades that the player can get.
In Batman: Arkham City and Arkham Origins, the Combo Counter turned red once it reached x12, and the player entered what was known as ''Freeflow Focus''. In Freeflow Focus mode, the character's reflexes and attack speed were increased. Enemies moved in slow motion, and attacks against them did slightly more damage. Freeflow Focus ended when the character was struck by an enemy, when an attack was blocked by an enemy, when an attack missed its target, when the player failed to complete an action within one second, or when the character used a Special Combo Move. Arkham Origins had slight changes to the combat moves, such as that after purchasing an upgrade, the player used two Special Combo moves if the x12 combo had been reached.
 
   
==In ''Arkham Knight''==
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== [[Batman: Arkham City]] ==
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The combat system is greatly improved upon, and Batman gained several new moves to use against his opponents. 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.
In [[Batman: Arkham Knight]], Freeflow Combat was tweaked so Batman could strike downed enemies, which in previous games would have meant the end of a combo chain. Enemies could also be pulled back up from the ground so they could be finished faster. The number of enemy attacks were increased. Enemies would charge at Batman, and were taken down with a combo [[Batarang]], and made what was only an option in previous games a requirement, which encouraged players to make use of Freeflow Gadgets. The player could also create combos that used multiple characters, such as Batman hitting down an enemy, and Robin finishing him with a Ground Takedown. That could only be done in special circumstances where both characters were fighting together, such as when Batman and Nightwing took down Penguin's weapon caches. A wheel in the corner of the screen charged as you hit enemies, and once full, allowed the player to perform the combo.
 
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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. This focus can, however, be lost if he uses any special move during it. An 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 affected Batman. 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.
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== [[Batman: Arkham Origins]] ==
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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. Batman later gains access to the [[Shock Gloves]]. The Shock Gloves are arguably overpowering as it allows Batman to get 2 multipliers for a strike, 3 for a Critical Strike, and it can pierce through all enemy defenses. The same principle applies to the Thermal Gloves used in ''[[Cold, Cold Heart]]''.
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== [[Batman: Arkham Knight]] ==
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While the system remains mostly the same, several new additions and changes are present. New additions include the ability to strike downed enemies, and picking up downed enemies in order to finish them up quicker. Additionally, using the aforementioned pickup immediately after knocking out an enemy can cause the character to throw them over their head, adding insult to injury and preventing the player from losing their combo if they didn't notice the knockout. Several changes, however, are present.
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The slow motion effect of Freeflow Focus is removed. Instead, the characters gain more attack power when it's activated, and it's now tied to the Special Combo Meter; It will be activated upon reaching a combo of 5/8 hits. Freeflow Focus Gadgets can be used as any character (but not with every gadget; Batman also has to own the same or a similar gadget, such as the Explosive Gel and [[Shuriken]]/Batarang.), and are activated by holding the quickfire button, which allows the player to use gadgets normally during focus.
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After Batman gains access to the [[Batsuit]] 8.03, the increased mobility of the Batsuit allows him to use his attacker's momentum against them. By timing the counter and holding the movement control when the counter icon sparks brighter as the enemy is just about to hit Batman, he should throw the attacker to the desired direction. This can knock down any enemies on the path.
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The Batswarm is removed. The same controls allow certain characters to pick up enemy weapons that are left on the ground and use them for extra damage and the ability to bypass [[Thugs|Thug]]'s defenses. However, these weapons will break after 3 hits.
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Additionally, the game introduces Enviromental Takedowns. Certain objects in the surroundings are highlighted with blue and getting an enemy close enough allows the character to instantly take them out by using the object.
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However, Batman wasn't the only one who learns more moves. [[Gotham City]]'s Thugs also know a few more tricks than before. Even normal thugs can charge at the character, who, in turn, can either Evade over them or use their primary gadget for a Instant Takedown. Additionally, thugs can grab the character from behind, which allows other enemies to get in a few punches unless the character escapes quickly.
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In addition, in several parts of the game, players can perform [[Dual Play]] Takedowns, which instantly takes out an enemy. Dual-Play Takedowns consist of both playable characters focusing their attacks on a single enemy and taking them out quickly and effectively. They can only be done in special circumstances where both characters are fighting together, such as [[Gunrunner]]. A wheel in the corner of the screen charges as you hit enemies, and once full, allows the player to perform the combo. The wheel also appeares on Free Roam if Batman is fighting near the [[Batmobile]], and when full, allows him perform an Environmental Takedown with the Riot Suppressor.
 
[[Category:Combat]]
 
[[Category:Combat]]
[[Category:Batman: Arkham City Combat]]
 
 
[[Category:Gadgets]]
 
[[Category:Gadgets]]
[[Category:Junx]]
 
[[Category:Batman: Arkham Knight]]
 
[[Category:Batman: Arkham Origins]]
 
[[Category:Batman: Arkham Asylum]]
 
[[Category:Batman: Arkham City]]
 

Revision as of 09:34, 3 July 2019

CatwomanCombat

Catwoman fighting Two-Face's Henchmen inside Panessa Studios in the Challenge Maps in Arkham Knight.

Freeflow Combat is the smooth and adaptive structure of fighting in the Batman Arkham Game Series.

General

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). 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. 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. A starting, non-Freeflow Blade Dodge Takedown adds only two multipliers to initiate Freeflow rather than three like a Freeflow one. As long as the combo is kept, the character can attack further distances, more enemies and gains more speed. However, failing to Counter, hitting air or a shielded enemy or not doing anything for longer than about 1 second instantly ends the combo.

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 do not mashing the strike buttons continuously. 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.

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. After such a move is used, the yellow "special move" meter expires until eight or five more multipliers are added.

Most of the aforementioned features of Freeflow Combat are only available in combat situations. 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.

Batman: Arkham Asylum

Compared to the later entries in the series, the original game's combat is quite simplistic. Batman can punch, counter, stun and leap over his opponents, and eventually use both the Batclaw and Batarangs as weapons. Ground Takedown, while difficult to perform, awards the most points if it is used. Special Combo Moves were not initially available, and are upgrades that the player can get.

Batman: Arkham City

The combat system is greatly improved upon, and Batman gained several new moves to use against his opponents. 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.

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. This focus can, however, be lost if he uses any special move during it. An 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 affected Batman. 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.

Batman: Arkham Origins

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. Batman later gains access to the Shock Gloves. The Shock Gloves are arguably overpowering as it allows Batman to get 2 multipliers for a strike, 3 for a Critical Strike, and it can pierce through all enemy defenses. The same principle applies to the Thermal Gloves used in Cold, Cold Heart.

Batman: Arkham Knight

While the system remains mostly the same, several new additions and changes are present. New additions include the ability to strike downed enemies, and picking up downed enemies in order to finish them up quicker. Additionally, using the aforementioned pickup immediately after knocking out an enemy can cause the character to throw them over their head, adding insult to injury and preventing the player from losing their combo if they didn't notice the knockout. Several changes, however, are present.

The slow motion effect of Freeflow Focus is removed. Instead, the characters gain more attack power when it's activated, and it's now tied to the Special Combo Meter; It will be activated upon reaching a combo of 5/8 hits. Freeflow Focus Gadgets can be used as any character (but not with every gadget; Batman also has to own the same or a similar gadget, such as the Explosive Gel and Shuriken/Batarang.), and are activated by holding the quickfire button, which allows the player to use gadgets normally during focus.

After Batman gains access to the Batsuit 8.03, the increased mobility of the Batsuit allows him to use his attacker's momentum against them. By timing the counter and holding the movement control when the counter icon sparks brighter as the enemy is just about to hit Batman, he should throw the attacker to the desired direction. This can knock down any enemies on the path.

The Batswarm is removed. The same controls allow certain characters to pick up enemy weapons that are left on the ground and use them for extra damage and the ability to bypass Thug's defenses. However, these weapons will break after 3 hits.

Additionally, the game introduces Enviromental Takedowns. Certain objects in the surroundings are highlighted with blue and getting an enemy close enough allows the character to instantly take them out by using the object.

However, Batman wasn't the only one who learns more moves. Gotham City's Thugs also know a few more tricks than before. Even normal thugs can charge at the character, who, in turn, can either Evade over them or use their primary gadget for a Instant Takedown. Additionally, thugs can grab the character from behind, which allows other enemies to get in a few punches unless the character escapes quickly.

In addition, in several parts of the game, players can perform Dual Play Takedowns, which instantly takes out an enemy. Dual-Play Takedowns consist of both playable characters focusing their attacks on a single enemy and taking them out quickly and effectively. They can only be done in special circumstances where both characters are fighting together, such as Gunrunner. A wheel in the corner of the screen charges as you hit enemies, and once full, allows the player to perform the combo. The wheel also appeares on Free Roam if Batman is fighting near the Batmobile, and when full, allows him perform an Environmental Takedown with the Riot Suppressor.