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    Combat Mechanics Guide by abaddononion2

    Version: 1.6 | Updated: 02/21/12 | Search Guide | Bookmark Guide

      Batman: Arkham City Combat Mechanics
    This guide is meant to help you master the combat in Batman: Arkham City,
    most particularly to get the following achievements: 50x Combo, Flawless
    Freeflow Fighter 2.0, Gadget Attack, and Perfect Freeflow 2.0.
    A significant amount of the information found in this guide will closely mirror
    information found in my previous Arkham Asylum guide. That's because a decent
    amount of the combat system was actually recycled from the previous game, with
    mostly new additions. There are, however, a few significant changes, and I'll
    try to draw attention to those.  
    It's also worth noting that although I played Arkham Asylum on Xbox 360, I am 
    playing Arkham City on PS3, and therefore all of the controls I'm referencing
    will be for the PS3 this round. 
    Each section of this guide is tagged with a shortcut you can use to jump to it
    using your browser's find feature. Make certain to include the enclosing
    brackets when searching. I will sometimes reference shortcuts to other
    sections, but I will never do so with the brackets. This will make certain you
    can always jump straight to it. 
    Table of Contents:
    Section A.  - [XA] 
      Combat Mechanics
        Combos   - [CB1]
        Fail-Outs   - [FL1]
        Moveset   - [MS1]
        Combat Gadgets   - [CG1]
        Unlockable Moves   - [UM1]
        Scoring   - [SC1]
        Putting it all together   - [PT1]
        Environment   - [EV1]
        Enemies   - [EN1]
    Section B.   - [XB]
      Challenge Mode Combat Challenges - [CC1]
      Campaign Mode - [CM1]
      Predator Medals - [PM1]
    Section C.   - [XC]
    Special Thanks, Contact Info, and Disclaimer   - [END1]
    [XA]. Section A: Combat Mechanics 
    ---[CB1] - Combos---
    First, let's have a discussion on what elements comprise a combo in B:AC.
    Though there are several methods of affecting enemies in the game, as in the
    previous game, only twelve count as what the game refers to as "variations".
    These are Strike, Counter, Evade, Ultra Stun, Beat Down, Aerial Assault,
    Ground Takedown, Instant Takedown, Multi-Takedown, Disarm and Destroy, Bat
    Swarm, and Gadget. Bonuses are given for high variation scores.
    This game also adds an additional concept of Gadget variations. Note that I 
    mentioned "Gadgets" as a variation in the previous set. That is because using 
    *a* gadget during a combo counts as a variation. However, using a second
    gadget does *not* count as an additional variation. So the entire class of
    "gadgets" is one "variation". For the Gadget Variation score, however, there
    are five gadgets. Batarang, Batclaw, Explosive Gel, REC, and Freeze Blast. An
    important note is that to receive a full Gadget Variation bonus, they do *not*
    have to be performed within the same combo. The Gadget Variation meter does not
    reset when a combo ends, so using a given gadget at any point during a fight
    will permanently check it off of the Gadget Variation list. I will get more
    into how this effects scoring and experience bonuses later.  
    Another import concept is that of Critical Strikes. While not distinct from
    Strikes, they still have important applications. We'll discuss each of these in
    depth in a moment, but first a few words about the combo system itself.  
    A combo begins when Batman performs certain of the combo element moves against
    his enemies. Most commonly this is a Strike or a Counter. The combo meter is
    signified by a hit counter in the upper left-hand corner of the screen. The
    counter will continue to run and be incremented until Batman reaches one of the
    fail-out conditions.  
    ---[FL1] - Fail-Outs--- 
    1. Timed-out Fail: If Batman fails to perform any action for 1 second, the
    combo meter will fade. Notice that I said 1 second. This is actually a
    tremendously generous timeout window, which may be difficult to notice since
    fail-out #2 makes it seem like combos fade more quickly than they actually do.
    Take note of this fact, however: the timeout is very generous. If you perform a
    move, and you're not immediately sure what to do next (this is often the case
    if you think an enemy is about to attack you, but it hasn't begun the attack
    yet), you may give yourself a half-second of pause to gather your wits. Slowing
    down the pace of the battle to a level you find comfortable is often the key to
    2. Failed-Move: Arguably the most commonly encountered fail-out, certainly the
    most common if you're still sloppy with the combat system. Whenever Batman
    attempts a move that completely fails, he will automatically lose his combo.
    I'll discuss each of these in depth in the various move sections. 
    3. Taking a hit: A fairly obvious one, if Batman is hit he loses his combo.
    In Arkham City they seem to be a little more generous about gunfire, as I've
    been knicked a time or two and not lost my combo. I'm not sure exactly where
    the cutoff is here. It was machinegun fire, and I also did not seem to take
    damage, so I believe that the new rule is that you will fail-out if your HP
    is actually reduced by any means. Any minor changes aside, this
    failure is still a simple concept: don't get hit. 
    ---[MS1] - Moveset---
    Here is a detailed discussion of each type of move in the game. 
    1. Strikes
     - How to perform: Square []
     - Can be used as a variation starter: Yes
     - Counts as a hit: Yes
    Gained by starting the game, this is the most basic move in the game. Batman 
    punches an enemy. Or kicks. Or... actually, he does a lot of things. 
    When Batman begins a combo he has different phases. The first two hits of the
    combo are a simple punch, and must be performed at close range. Once you have a
    2-hit combo, Batman enters what is called "Freeflow". In the previous guide I
    referred to this as "Power Strike Mode", but Arkham City has dialog that
    confirms its official name. Upon entering Freeflow, with each strike Batman
    will leap across the screen and find the nearest enemy that he is facing and
    punch them. In the previous game the range of this move seemed nearly
    unlimited, but that is not the case in Arkham City. I am uncertain if the
    range was actually reduced, or if it's simply because there are bigger areas
    to play with out on the world map, but I have managed to get Batman to have an
    enemy out-of-range several times during streetfights. This will result in a
    combo fail-out. 
    After the Critical Strikes upgrade has been purchased, Batman has a further
    type of attack. After building up to a 3-hit combo (it doesn't matter how the
    combo is achieved, it does not need to include 3 strikes, or any for that
    matter), he can begin to use Critical Strikes. To execute a Critical, all you
    have to do is only tap the [] button only once since your last move. This
    means do not button-mash. It's a hard habit to get out of, but ridiculously
    rewarding. Critical Strikes do absurd damage, reducing enemies to ribbons in
    seconds. In addition, each hit will always knock an enemy to the ground with a
    brief stun period. Most importantly, a Critical Strike counts as 2 hits in all
    measurable ways. This will come up later as being very important. 
    Notice that this means the most direct route to Critical Strikes is Strike,
    Strike, Freeflow Strike, Critical Strike. That third hit Batman performs must
    always be a Freeflow Strike, it cannot be a critical. This is because when you
    perfectly time a Strike, you are not actually making that attack a Critical,
    but rather the one that follows it. What this means is that if you want your
    4th hit to be a Critical, you have to properly time the third hit. Meaning you
    can only use the "mash []" strategy for Batman's first two punches. You must
    them perfectly "time" all Freeflow Strikes, to make the blows that come after 
    them be Criticals. 
    There's actually an even further interesting caveat here. Due to hits from
    things like Counters, or Gadgets, it's possible to get Batman into Freeflow by
    a method other than Strikes. For these situations, your Critical Strike queue
    is actually tracked from the first Strike you ever make.
    For example, Batman's first punch is a regular Strike, not a Freeflow Strike.
    But you should still always time it properly, because if you Counter after it
    (and hit 2-3 guys), you will be in Critical Strike territory. If you made a
    perfectly-timed blow for your first hit, then your next one will be Critical. 
    This also means that you cannot have a Critical Strike until you've had at
    least one regular Strike. If you perform your way up to a 5x combo with
    Batarangs and Counters, then no matter what, your next Strike will not be a
    Critical, as there is no Critical built up in the queue. 
    Strikes can be modified with the Batclaw to grant a Batclaw Slam. This 
    gives a few bonus points in combat challenges, but for story mode the main
    purpose it serves is to stun enemies and then knock them to the ground. 
    Another type of strike in the game is Rodeo Strike, done by riding a Titan.
    This is a peculiar one, but Rodeo Strike counts as a strike in all significant
    ways, except that it is scored slightly differently.  
    Failures: A strike that fails to hit an enemy will count as a failed move, and
    end your combo. The only time a Freeflow Strike can fail is if it is performed 
    in a direction where there are no standing (important distinction) enemies. 
    Once Batman enters Freeflow, as long as you keep him facing an enemy who is
    vulnerable to being punched, he will always successfully strike. It is also
    imporant to note that attacking an armored thug or shield thug will be blocked,
    and counts as a failed move, even for Critical Strikes.   Interestingly, a
    ninja evading a Strike will not cause a failure for Batman. This is convenient,
    since it happens a lot. Rodeo Strikes cannot be blocked. Attempting to strike a
    Stun Rod Thug will cause Batman to take damage, which also counts as a
    2. Counters
     - How to perform: Triangle /\ while a counterable enemy is attacking you. 
     - Can be used as a variation starter: Yes
     - Counts as a hit: Yes
    Gained by starting the game, counters are mostly just a defensive measure, but 
    they are also sometimes essential in order to continue a combo, since taking a 
    hit will guarantee losing your combo meter. As long as you are not in New
    Game+ or don't have the One Hand Tied challenge condition, you will receive an
    indicator for counters in the form of a series of blue streaks appearing above
    the enemy's head who is about to attack. These are no longer removed for Hard
    The Counter engine in Arkham City has been fleshed out a bit more for multiple
    incoming attacks. This reduces these from being one of the worst things that
    can happen in battle, to being quite good. If two enemies are attacking Batman
    at the same time, you simply have to tap the Counter button twice, and Batman
    will take care of both attacks. If three enemies are attacking, simply counter
    3 times. I have never seen more than 3 enemies attack simultaneously. The game
    also seems to be oddly careful about not allowing Knife Thugs to attack in
    conjuncture with other thugs. 
    For incoming Knife attacks, the visual indicator will be yellow. Batman cannot
    counter knife attacks, but he gains a context-based "dodge" to replace it, 
    also activated by /\. In order to perform this dodge you must hold /\, while 
    continuing to back away from the enemy. This can be tricky. This move includes
    an upgrade whereby if Batman briefly releases the /\ between knife swings
    (there are two required release points), at the end of the evasion he will do
    an instant takedown on the knife thug. Note that this leaves the knife
    available for other enemies to pick up. 
    Arkham City also adds a sort of counter system for gunfire this time around. 
    Once per battle (the gadget has a long recovery time) when Batman is under
    fire, you can drop a Smoke Pellet using /\. This will usually cause the gunman
    to redirect their fire, and Batman can sneak through the smoke and use a silent
    takedown, if desired. It's important to note that this does not count as a
    combo move, and should be done swiftly between moves in order to avoid causing
    a failure case. I'll get into more about handling gunfire enemies later. 
    Failures: If you attempt to do a Counter and there is no incoming enemy attack,
    it will count as a failed move, and will end your combo, no matter what you
    attempt to follow it up with. Once you begin to master the game's combo system,
    this is the easiest way to accidentally lose a combo meter.  
    3. Dodge
     - How to perform: Double-tap X 
     - Can be used as a variation starter: Yes
     - Counts as a hit: No
    Gained by starting the game, the dodge allows you to avoid some enemy attacks, 
    maybe. Personally, I find that from a defensive standpoint, anything dodged
    can usually be better avoided by simply holding X and running past it.
    However, there is a more useful version of dodge where Batman rolls over an
    enemy's back. Again, thanks to Arkham City's penchant for naming all of the
    moves, I now know this is called the Redirect. In my previous guide you may
    remember me calling this the Enemy Dodge. By any name, this move will not only
    stun the enemy and stop whatever they are currently doing (useful for
    preventing incoming knife attacks), but it will also completely renew the timer
    on Batman's combo meter. Dodging over an enemy can be done as many times 
    in a row as you like, and the combo meter will never fade as long as no other
    Fail-Out cases are met. If you are not using Redirects, you must make certain
    to only use a single dodge in a row. 
    It is important to note that the Redirect is most useful against enemies with 
    stun rods, as dodging over their back to get behind them will allow you to
    combo them normally until they recover. This strategy also works on ninjas.
    They will sometimes evade their way out of your attack, but it's almost always
    good for one punch, which is handy when mixing in Critical Strikes.
    Failures: If you are using ground dodges, the second dodge will always count as
    a Failed Move, and end your combo. This does not apply to Redirects.  
    Special note: Cape Stun
     - How to perform: Circle ()
     - Can be used as a variation starter: No
     - Counts as a hit: No
    In the previous game, Cape Stun was one of Batman's basic moves, and a crucial 
    variation. That is no longer the case. The Cape Stun subsystem has been
    changed substantially, so I have left this in place where the Cape Stun
    write-up was previously, even though it is no longer a variation. It is still
    important, however, as a bridge to no less than three of the game's other
    variations, which will follow this section. 
    Gained by starting the game, the Cape Stun will stun an enemy briefly. It 
    can be used sometimes to stop an incoming attack, but it is generally more
    useful to perform either a Counter or Dodge depending on the attack coming in.
    Cape Stuns can be chained indefinitely without causing you to lose your combo
    meter. It is noteworthy that Cape Stuns are affected by Freeflow mode the same
    as strikes, meaning upon entering Freeflow Batman will be fairly generous about
    going out of his way to get to an enemy, as long as you were facing them when
    he executing the move.  
    Knife enemies no longer have special defense, and no longer require Cape Stuns
    to render them vulnerable. 
    Failures: Cape Stun will cause a Fail-Out if it does not make contact with an
    4. Ultra Stun
     - How to perform: Three consecutive Cape Stuns on the same enemy
     - Can be used as a variation starter: Yes
     - Counts as a hit: No
    While Cape Stun chains were mostly useless in the previous game, in this game
    they have added a new move called Ultra Stun. The Ultra Stun is performed by
    executing 3 Cape Stuns back to back on the same enemy. This will knock the
    enemy to the ground for an extended time-out. This (as well as any move
    that knocks an enemy to the ground) will cause them to lose their weapon,
    if they had one. 
    Ultra Stun can be hard to perform on Hard Mode, as aggressive enemies will make
    incoming attacks. Whether you counter the attack or take the hit, it will still
    reset your Ultra Stun counter. To mitigate this, it's best to perform Ultra
    Stuns after Batman is in Freeflow, and target a foe away from the main group.  
    Ultra Stun is amazing for a couple of situations. For the Combat Challenges, it
    does no damage and knocks an enemy to the ground. This is a guaranteed method
    to set up for a Ground Takedown (many other methods that knock an enemy down
    also deal damage, and may accidentally kill the enemy). It also knocks the
    enemy down for a long time, meaning if you're interrupted, you may be able to
    get back to them. This is a big deal since, in Combat Challenges Ground 
    Takedowns at the end of huge combos are major points. For the Predator
    Challenges, Ultra Stun is silent, and can be used to bring an enemy to the
    ground without alerting others. This can either be used as a long-term stun to
    get away (if you've already got an enemy frozen and don't want to thaw him),
    or to get to a quick Ground Takedown on the Armored Thugs who appear in
    Extreme Predator challenges. 
    It's also worth noting that Ultra Stun is this game's new Titan-foe technique.
    When multiple adds are involved I find this a bit more frustrating than the old
    batarang-to-the-face tactic (which doesn't seem to work well anymore), but it's
    also proactive instead of reactive, which is nice when you're on a time
    Failures: Ultra Stun will fail against Shielded Thugs, but works normally
    against Armored Thugs.
    5. Aerial Attack 
     - How to perform: Double-tap X after performing a Cape Stun
     - Can be used as a variation starter: Yes
     - Counts as a hit: Yes
    One of the three new Cape Stun follow-up attacks added for Arkham City.
    Frankly, my least favorite of the set. The Aerial Attack will cause Batman to
    jump up and knock an enemy to the ground. This adds a hit, and extends their
    stun period from the Cape Stun. Overall, sounds pretty nice, right? 
    Unfortunately it comes with problems. The button combination used for Aerial
    Attack means that after Cape Stunning an enemy, you cannot Redirect over them.
    This will instead result in an Aerial Attack. This may seem like an acceptable
    trade-off at first, but Batman does not gain any i-frames during the Aerial
    Attack. This means if you Cape Stun an enemy, and notice another enemy is
    about to attack you, and you attempt to use a Redirect to escape, if you
    accidentally Redirect towards the enemy you just stunned, Batman will Aerial
    Attack instead, resulting in you taking the hit. 
    This means that using an extended chain of Redirects after every successful
    move (a strategy I have long advocated) now requires a bit more care. This
    move has been solely responsible for me almost completely cutting Cape Stun
    from my normal combat rotation. 
    The only point where Aerial Attack really shines is enemies with shields.
    The mechanic seems to be specifically designed for that, and it works well
    enough. Shield enemies are affected by Aerial Attack the same as any other
    enemy, which means it will knock them to the ground and cause them to lose
    their shield. This is useful in small groups, but in large groups some
    other enemy is just going to pick it back up, and you're still likely to
    get hit while trying to perform it. I'll get into other strategies for Shield
    Enemies in the enemy section. 
    Aside from that, Aerial Attacks are best used when there are few enemies
    remaining. It can immediately be followed with a Ground Takedown, meaning it is
    a relatively quick method to dispatch of an enemy, and can be performed at any
    time, regardless of your combo count. This makes it useful in random 1-2 
    person encounters on the streets, but I find Ultra Stun serves this purpose
    Aerial Attack has a more interesting secondary called Directed Aerial Assault,
    where once Batman leaps up to the enemy's head, he can instead go from there
    and attack another nearby enemy. This technique's a bit more fun than a
    standard Aerial Attack, but I find it's so much more difficult to consistently
    pull off as to not be worth the effort. However, it does have the
    advantage of throwing the enemies off their aim, typically. Whereas (at
    least on Hard Mode) you are almost always hit during an Aerial Attack,
    during an Aerial Assault Batman leaps to a different foe in mid-air, and
    this will usually stop any incoming attacks and cause the enemies to have
    to relocate. Aerial Assaults count as the same variation as Aerial Attack. 
    Note: Reader Stijn van Empel writes in to note that the game seems to have
    an anti-frustration measure in place with Aerial Attack. He suggests that if 
    you're actually using Aerial Attack against an enemy with a Shield, the game
    adds extra protection to Batman by cancelling any incoming enemy attacks. I
    haven't verified this personally. If true, it's interesting, and means that 
    Aerial Attack could still be used when it's actually intended. However, 
    overall it doesn't change my opinion of the move. You're still better off 
    relying on the permanent solution that Disarm and Destroy represents, rather
    than the risky, temporary measure of Aerial Attack. However, it's worth
    being aware of this if playing as a non-Batman character. 
    Failures: Aerial Attack will fail if you attempt to use it against an Armored
    Thug. If you catch yourself doing this by accident, you can quickly adjust and
    attempt to use an Aerial Assault instead, and it will prevent this failure.
    6. Beat Down
     - How to perform: Rapidly press [] after performing a Cape Stun
     - Can be used as a variation starter: Yes
     - Counts as a hit: Yes (variable)
    In contrast to my lukewarm feelings for Aerial Attacks, I absolutely adore the
    addition of Beat Down. This move causes Batman to go into a quick super-combo
    against an enemy, ending with an instant takedown. If engaging a single enemy
    via fresh ground combat, I do not believe there is a quicker method to dispatch
    the foe.  
    Beat Down has some interesting stages to it. For the first few hits, Batman
    does not receive any additions to his combo meter. Once Beat Down progresses
    far enough it begins to add hits, but it adds multiple. At any time during
    this animation, if there is an incoming attack, Batman can cancel out of the
    animation with a Counter. This stage is of variable length, and will
    continue until the enemy is nearly out of hit points. The final stage of Beat
    Down is the finishing blow. Batman does not gain any i-frames until he enters
    this stage of the Beat Down. In all previous stages, he can be struck
    and knocked out of the attack. 
    Note what I said about the variable length of Beat Down's stage two. How long
    Beat Down lasts depends on how much health the target has remaining. I have
    seen it add as few as 2, and as many as 13 hits to your combo meter. How many
    hits it requires does effect the length of the animation, however, and this
    means that you will not always require the same opening for one Beat Down as
    another. It's important to keep this in mind, as it can lead to some tricky
    Beat Down also works normally on Armored Thugs, although due to their higher
    defense or hit points it will take longer to kill them than normal thugs. 
    Failures: Beat Down will fail against Shielded Thugs. Additionally, Batman does
    not gain i-frames until the finisher of the move, so he can be knocked out of
    it. Otherwise, the Beat Down can easily be continued to completion, or
    cancelled out of safely without failing out the combo meter.
    7. Ground Takedown
     - How to perform: R2+/\ after downing an enemy. 
     - Can be used as a variation starter: Yes
     - Counts as a hit: Yes
    The original instant-KO move from Arkham Asylum, Ground Takedown isn't
    quite the staple of Batman's repertoire as it once was. With so many new and
    exciting ways to instant-KO enemies, Ground Takedown's starting to look a
    little old and rusty. Regardless, you'll be using it from time to time, so
    don't forget it's there when you need it. Ground Takedown requires that an
    enemy be laying on the ground with stars above their head before it can be
    Ground Takedown is often best used when there are no other enemies standing,
    because the technique takes some time to do, and Batman can be attacked (and
    cannot counter or defend himself in any way) before he delivers the final blow.
    If Batman is in Freeflow Mode, the Ground Takedown will seek out any enemy on
    the battlefield and Batman will leap to them.  
    I would be remiss to not mention that Bat Swarm is ideal for finding openings
    for Ground Takedown, and in fact I believe it may have very well have been
    designed specifically for that purpose. I will discuss this further in the Bat
    Swarm write-up. 
    Failures: If Batman attempts a Ground Takedown when he is not in Freeflow Mode
    and no enemies are near him, it will count as a Failed Move. Once Batman has
    landed on an enemy and begun the Ground Takedown, his combo meter is extended.
    However, if Batman has to move to an enemy who is down, his traveling time is
    counted against you. In other words if you being a Ground Takedown and Batman
    leaps to an enemy, but does not reach the enemy before 1 second has passed
    since your last combo extension, you will hit a Time-Out Fail. Also, if Batman
    is forced to leap a great distance to a downed enemy, he will sometimes miss.
    These are both good reasons to only use Ground Takedowns when enemies are close
    by. Finally, and perhaps most frustratingly, if Batman leaps to do a Ground
    Takedown while an enemy is standing, and the enemy achieves its full standing
    status before Batman lands on them, he will simply land next to them and it
    will count as a failure. Again, this normally will only happen if Batman has to
    go a great distance, but I have seen it happen in rare other cases.  
    Special Note: Special Combos
    The final four variations I will be discussing are the Special Combo moves.
    Each of these moves can only be used under certain conditions. More on this is
    discussed in the Unlockable Moves section. 
    8. Instant Takedown
     - How to perform: /\+() after move becomes available (see Unlockable Moves
    section below)
     - Can be used as a variation starter: No
     - Counts as a hit: Yes
    Instant Takedown is a move that must be purchased. As it suggests, whatever
    enemy Batman uses Instant Takedown on is finished and removed from combat.
    There is no special defense against Instant Takedown. Only Lieutenant, Titan,
    or Boss-level enemies can avoid it. Otherwise it will dispatch any foe in the
    game without prejudice. Instant Takedown is the staple of efficient combat for
    Story Mode progression, and if used properly, its presence alone reduces the
    overall difficulty of story mode itself substantially.
    Failures: Instant Takedown cannot be blocked, and can only fail if there are no
    targets. Batman is invincible to normal thug attacks during its animation.  
    9. Bat Swarm
     - How to perform: []+X after move becomes available (see Unlockable Moves
    section below)
     - Can be used as a variation starter: No
     - Counts as a hit: Yes 
    Bat Swarm is the replacement for Throw in this game. I consider it to be a
    substantial upgrade. Throw was perhaps the most underwhelming move in the
    first game, and its difficulty to use was rarely worth the end reward. 
    Bat Swarm, while no less difficult than Throw to perform, is massively more
    useful as a technique. When performed, Batman stomps the ground and a large
    circle of bats swarm around him, stunning all of the enemies. Think of this as
    an omni-directional Cape Stun. However it seems to have about twice the range
    of a standard Cape Stun. 
    The main reason I am so taken with Bat Swarm is because of its application
    to Ground Takedown. In the first game, finding an opportunity to perform
    a Ground Takedown was the hardest part of getting a Perfect Freeflow, and
    often either had to be used as the variation starter (not easy), or used at
    the end of the battle when nearly every enemy was dead (which often meant
    having to hold out without losing your combo meter). 
    Bat Swarm completely eliminates this problem. If using Critical Strikes to
    build up to Bat Swarm, you are guaranteed to have an enemy on the ground as
    the move becomes available. If you use the move immediately, it will the stun
    every enemy around Batman. You can then swiftly follow this up with the Ground
    Takedown, and go to the enemy who was knocked down by your Critical Strikes
    This doesn't have a 100% success rate. Bat Swarm *does* have a range limit,
    and it's possible to perform the move, miss one slightly out-of-range enemy,
    execute the Ground Takedown, only to have that one enemy immediately run in
    and attack you. Worse still, if you try to work this in late into a
    fight, you may find that Batman kills the enemy that you're hitting to
    knock down with his Critical Strike, resulting in no one being on the
    ground for you to Ground Takedown. Still, even with these possibilities, it's
    dramatically easier than finding a normal opportunity for a Ground Takedown. In
    Arkham City, Bat Swarm is my only recommended approach for getting Ground 
    Takedowns in during combat. 
    Failures: Unlike Instant Takedown, Bat Swarm is an area attack, not a
    directed one. This means that Batman will not attempt to reposition himself
    for optimum usage. If you execute a Bat Swarm and there are no enemies within
    immediate range, Batman will still hop into the air, but the move will fail
    and you will lose combo. This is indicated by Batman hopping, but he does not
    summon the cloud of bats (kind of sad...)
    10. Multi Ground Takedown
     - How to perform: X+() after move becomes available (see Unlockable Moves
    section below)
     - Can be used as a variation starter: No
     - Counts as a hit: Yes
    Another stellar addition to Arkham City, the Multi Ground Takedown kills all
    opponents who are lying on the ground at the time it is used. The simplest
    way to think of this is by exactly what the name implies. Any enemy whom Batman
    could currently use a Ground Takedown on, this move will dispatch all of them
    at once.  
    Failures: Interestingly, this move does not appear to have any failure
    conditions. Even if there are no valid targets for Batman to takedown, he will
    simply leap into the air, you will lose your Special Combo charge, and then he
    will land. You can still receive a fail-out due to time, but the move itself
    cannot fail.
    11. Disarm and Destroy
     - How to perform: []+/\ after move becomes available (see Unlockable Moves
    section below)
     - Can be used as a variation starter: No
     - Counts as a hit: Yes
    Disarm and Destroy causes Batman to move to an enemy who has a weapon of some
    sort. The description of the move in-game suggests that it is for firearms,
    but that is not entirely true. Batman will attack any enemy equipped with any
    weapon (including projectiles), and destroy it. It is, however, most useful for
    firearms, where it is just lovely. Note that this move does not dispatch 
    the thug involved, merely their weapon. In some cases (enemies with
    projectiles, for example), this can make the move a worse choice than Instant
    Disarm and Destroy has an interesting quirk to it. Batman will go out of his
    way to find an enemy with a weapon to disarm. However, if there are no enemies
    with weapons equipped, Batman will actually fall back to using Instant
    Takedown instead. 
    When this happens, this is not merely an action change, Batman actually uses
    Instant Takedown, in spite of your command input. This means that if you
    perform Disarm and Destroy, and there are no armed enemies, Batman will move
    to a foe and kill them instantly. You will not receive the variation for
    Disarm and Destroy, you will instead receive the variation for Instant
    Takedown. If Instant Takedown has already been used, you will not receive a
    varation point for Disarm and Destroy at all. 
    In other words, in order to receive variation credit for Disarm and Destroy,
    inputting the command is not sufficient. Batman must destroy a weapon, even if
    it is just a projectile. Bear that in mind. 
    Failures: From a targetting standpoint this move behaves in every respect as
    Instant Takedown, going so far as to even fall back on it in some
    circumstances. The move cannot fail unless used in a situation where Instant
    Takedown also would have failed. 
    "But abaddononion, you left one out!"
    Is that what you're saying? Shame on you. Have a little faith. 
    12. Gadget
    The final variation is a combat gadget. Using any of the game's 5 combat
    gadgets will count for this variation. There's a lot of information to get
    into here, so I've split it off into its own separate section. For each gadget
    I will describe their combat application, their Freeflow Focus powered-up
    state, and whether or not I consider this state worth using. I consider this
    worth mentioning since using a powered-up gadget requires burning not only
    Freeflow Focus, but also knocks you back to starting from scratch for building
    up to a Special Combo (a disadvantage not present with regular combo gadget
    Note that powered up varieties of gadgets require the Freeflow Power Gadgets
    upgrade to have been purchased. Once purchased, this cannot be disabled. This
    can be a bit of an inconvenience. Freeflow Focus is actually an extremely
    powerful state for Batman to be in, and it's often best to keep him in it at
    all times. However, once Freeflow Power Gadgets has been purchased, doing so
    means you can never allow Batman to use a gadget, or he will have to build
    back up to Freeflow Focus. However, since I find none of the gadgets are
    essential for combat purposes, this has only rarely impacted me. 
    Note that no gadget can be used as a variation starter (for standard Variation
    purposes), because you must have at least a 2x combo for it to count as a
    "combo gadget". This is also important when going for certain Riddler combat
    ---[CG1] - Combat Gadgets---
    1. Combo Batarang
     - How to perform (combat shortcut): Tap L1
     - Can be used as a variation starter: No
     - Counts as a hit: Yes
    The Combo Batarang is a returning element from Arkham Asylum, but it has been
    greatly simplified in this game. First of all, it can now be used at any time,
    and has no combo requirement for activation. 
    There is no more Triple Batarang in this game, but there are a couple of
    replacements to it. For one thing, Batman can now rapid-fire batarangs. If you
    continue to tap L1, he will fire up to three batarangs in rapid succession
    before needing a chance to recover. The other replacement is the Freeflow
    Focus upgrade. 
    Powered-up: When powered up with Freeflow Focus, the Batarang will attempt to
    carve a path that hits multiple enemies, as well as doing more damage and
    having a longer stun time. This is more or less analogous to the old Triple
    Batarang from the first game, but much more rarely usable do to the
    requirements for Freeflow Focus.
    Worth it? No. I like the powered-up Batarang. It's a very smooth, nice
    mechanic, quite fun to watch, and better than Triple Batarang in nearly every
    respect. But unfortunately it's not better enough to be worth burning a
    Freeflow Focus with. The Freeflow Focus state itself is just too powerful, and
    there are better alternatives to this move. 
    Failures: Like with a Strike, if Batman attempts to throw a Batarang in a
    direction where there are no standing enemies, it will fail. You are no longer
    penalized for rapid-tapping L1, as the batarang now supports a rapid-fire
    mechanic. Even if you press the button beyond the three rapid-fire batarangs,
    you will not suffer a failure. 
    2. Batclaw Stun
     - How to perform (combat shortcut): L1+/\ 
     - Can be used as a variation starter: No
     - Counts as a hit: No
    The Batclaw is roughly unchanged from the first game. It pulls an enemy
    towards Batman, keeping them stunned and reeling. 
    As in the first game, the Batclaw can be followed by a Strike to perform a
    Batclaw Slam. However, in this game Batclaw Slams are dramatically altered
    from the first game. Instead of a regular punch, Batman will knock the enemy
    up into the air, and then roughly back to the ground. This stuns them for a
    time, however it must be preceded with a Batclaw Stun and should not be
    performed in the middle of a large group of enemies.
    In this game there is an upgrade for the Batclaw called Batclaw Disarm. This
    allows Batman to force an enemy to drop their gun when Batclawed. While this
    only sounds okay in theory, I cannot speak enough about how useful it winds up
    being practically. This game has several ways for Batman to disarm opponents,
    including the disrupter, or Freeze Grenades. But the disrupter has a charge
    limit, and Freeze Grenades will only stop a single foe, and only temporarily
    (if they thaw, they resume fire). In addition, the Batclaw Disarm will only
    affect guns and not any other weapon. The Batclaw's range is also substantial,
    and can grab guns from great distance.  
    Powered-up: Freeflow Focus does not effect the Batclaw. Instead, its bonus
    applies to the Batclaw Slam. This means that in Freeflow Focus, you can still
    use the Batclaw freely without worrying about losing Focus. If you use a
    Batclaw Slam, its powered-up variety will cause Batman to do additional damage
    to the enemy (it has been a knock-out every time I've used it), but also it
    will cause him to generate a large shockwave from the impact, which will stun
    other nearby foes. 
    Worth it? At least once. The powered-up Batclaw Slam is pretty awesome to
    witness. From a practical standpoint, though, I'm still not sure if it's good
    enough to merit losing Freeflow Focus. However, the Slam generally seems to
    cause a KO (this may be partly due to the damage dealt while building to
    Freeflow Focus), and can in some ways be thought of as an alternative to
    Instant Takedown, with a nice shockwave effect. However, unlike Instant
    Takedown, this will still not work on shielded or armored enemies, so it's a
    bit of a wash. The great thing here, though, is that the Batclaw Stun still
    works during Freeflow Focus without deactivating it. This can be useful when
    dealing with fights involving Gun Thugs (although frankly, a Critical Strike
    will usually work just as well). 
    Failures: The Batclaw will fail if you fire it into a direction where there are
    no enemies. Perhaps more dangerous to your Batclaw usage, however, is Stun Rod
    Thugs. If a Stun Rod Thug is Batclawed at close-range it will stumble into you
    and damage Batman, causing a failure. If you perform a Batclaw from a 
    significant distance, you can dodge over or out of the way of the thug and
    prevent this damage, however it is often a risky gamble unless they are all the
    way across a battlefield.  
    3. Explosive Gel
     - How to perform (combat shortcut): L1+[]
     - Can be used as a variation starter: No
     - Counts as a hit: Yes (per enemy)
    The Explosive Gel oddly did not count for combat purposes in Batman: Arkham
    Asylum. That has been skillfully changed in Arkham City, for wonderful
    When used the first time, Batman will drop an Explosive Gel at his feet. He
    also performs a neat little cartwheel while doing this, making the move
    somewhat evasive and relatively safe for combat use most of the time. 
    Once a gel has been set, a counter appears on the screen to tell you how many
    enemies will be effected by it once detonated. This only further simplifies
    the use of the gel, as you don't have to remember where it was or keep track
    of whether or not it's safe to use, the game does for you. Attempting to use
    the Explosive Gel a second time will detonate the original, knocking down and
    stunning any enemies within its range. 
    Powered-up: Freeflow Focus increases the range and the stun time of the
    Explosive Gel dramatically. These two factors combine for a truly amazing
    result, where you can easily have Batman knock out an entire room of enemies
    with a single blast, and they still stay stunned for a generous amount of
    time. It's worth mentioning that you do not have to actually lay the gel
    during Focus in order to receive the benefit from it. If you lay a gel
    pre-Focus, and then achieve Focus, and then detonate it, Batman will do a
    powered-up Detonation (not really sure how he manages this. I assume
    Worth it? Yes. As much as any of the gadgets can be worth losing a Freeflow
    Focus and Special Combo opportunity, this one is. It can be used to take out
    an entire room, and set up Batman for all sorts of things, or simply follow it
    up with a series of Ground Takedowns. Or, better yet, if you can perform a
    powered-up gel and take out a room of enemies, but miss one, you can move to
    him and perform a Beat Down. If you're lucky and he had enough health left
    this will get you a fresh 5x multiplier, and you can immediately do a Special
    Combo Multi-Ground Takedown, wiping out everyone affected by the original
    blast. My personal best here is a Multi-Ground Takedown that killed 17
    enemies. This move requires a bit of luck to pull off, but there's no more
    emphatic way to wipe out an entire group, and it's really just plain awesome
    to witness. 
    Failures: Laying an explosive gel cannot fail, and extends your combo window
    the same as a regular ground dodge. This generally means you need to follow it
    up with something else (I tend to opt with Redirect) shortly in order to
    prevent a fail-out, but this is usually not a problem. However, upon
    detonation of the gel, if no enemies are hit it will count as a failed move,
    and end your current combo. 
    4. REC
     - How to perform (combat shortcut): L1+()
     - Can be used as a variation starter: No
     - Counts as a hit: No
    For combat purposes, the REC causes an electric shock to any enemies it passes
    through. It can be mainly thought of as a long-range version of the Cape Stun.
    For this reason, it's not a terribly amazing move.
    The REC's main application is for Armored Thugs. The REC is not only able to
    still stun Armored Thugs, but it will also blow them back and cause them to
    stun other thugs. This is wonderfully effective. This will also knock them to
    the ground, where Batman can Ground Takedown them. 
    The REC will also cause a Shield Thug to drop his defense briefly, but a
    Shield Thug can only be struck once after being REC'd. This is still very
    useful when trying to hold a Critical Strike chain. Simply adjust your strategy
    to fire one REC blast before Striking each foe. 
    Powered-up: When in Freeflow Focus the REC will cause a chain-lightning
    effect, automatically hitting any thugs near the one you fire it at. In
    battles with Armored Thugs, this can cause a satisfying amount of chaos. 
    Worth it? No. As I mentioned, in general I find the REC to be fun, but
    underwhelming. There's very little that it achieves that I don't find the
    Batclaw is better suited for (especially with the addition of Batclaw Disarm).
    With the exception of Armored Thugs or Shield Thugs, you will rarely find
    yourself in a situation where the REC is going to make much difference in the
    fight, and that is still true even when powered-up. You're better off
    preserving Freeflow Focus, or using an Instant Takedown. 
    Failures: As with the Batclaw, the REC will fail if it is fired in a direction
    where there are no targets. 
    5. Freeze Grenade 
     - How to perform (combat shortcut): Double-tap R2
     - Can be used as a variation starter: No
     - Counts as a hit: No
    In reading my previous sections here, you may have noticed that I'm a little
    down on the gadgets. Overall I find them fun, great for adding spice to the
    game, great for showing off to friends or just generally saying, "I'm
    Batman!", but not practical for most real combat situations in this game. They
    just don't quite measure up to the usefulness of the Triple Batclaw + Triple
    Batarang combo from the Arkham Asylum. 
    Well that all ends here. The Freeze Grenade is excellent. If you are looking
    for a combat gadget to make good use of, here it is. 
    When used, the Freeze Grenade will encase an enemy in a block of ice,
    preventing any movement or action on their behalf. This is not permanent (they
    will eventually thaw), but it is far and away the longest time-out period of
    any of Batman's crowd control abilities. More often than not, you will end a
    fight well before your frozen enemy defrosts. However, by some remarkable
    manipulation of the physics of the Batman universe, freezing another foe will
    cause the first foe to defrost. This means that you can only have one foe
    frozen at a time (under normal circumstances). 
    This can typically be used to take out the most dangerous or annoying foe in a
    fight (Gun Thug, Armored Thug), or simply to thin the herd in general, but
    there are other applications as well. If Batman Strikes an enemy who has been
    frozen they will fall to the ground, losing their equipped weapon or shield.
    This makes the Freeze Grenade generally as effective as the Batclaw for dealing
    with Gun Thugs, but with the added benefit that Shield and Armored Thugs can't
    shrug it off. If there is one gadget to use in every situation, this is it.  
    The only disadvantage to the Freeze Grenade I have been able to find is its
    combat shortcut. It requires a double-tap of R2, similar to how the Batclaw
    was activated in the first game. I had hoped we wouldn't see a return of this
    mechanic, but I suppose they ran out of viable button options for quickfire
    gadgets. This double-tap mechanic makes getting off a freeze grenade just a
    bit slower than a regular gadget, and also since its the only gadget that
    behaves in this way, it can be difficult to remember when you want to use it.
    I would much rather swap the shortcuts for Freeze Grenade and REC, personally.
    Still, this isn't a good enough reason to not try to work this gadget into
    your normal combat utilization.
    Powered-up: When powered-up the Freeze Grenade will freeze multiple foes. 
    Worth it? Yes. As excellent as the Freeze Grenade already is, this is just even
    more excellent. If you're in Freeflow Focus and there are only 6 enemies left,
    you can easily take half of them out with a single grenade, and then deal with
    the others. It can sometimes be difficult to keep Batman from ever going over
    and hitting one of them, knocking them free, but even so, some enemies will
    still be incapacitated.   
    Failures: Throwing a Freeze Grenade in a direction where there are no targets
    will cause a failure. 
    ---[UM1] - Unlockable Moves---
    Certain of Batman's moves become unlocked during Combat. I will list them
    here, as well as a breakdown of the Special Combo mechanics. 
    Freeflow - Usable once Batman has achieved a 2x combo
    Special Combos - Usable once Batman has achieved a 8x/5x combo
    Freeflow Focus - Usable once Batman has achieved a 12x combo (disabled upon
    using a special combo or Freeflow Power Gadget)
    Freeflow - I have removed "Critical Strikes" as a special mechanic, because
    technically it is just a modification of Freeflow. Allow me to explain. 
    Once Batman has a 2x multiplier, he enters the Freeflow state. This will cause
    him to recklessly pursue enemies across the screen each time a Strike is
    performed. It also means that you can now perform Critical Strikes by simply
    tapping the [] button once and only once between each attack. 
    However, performing a successful Critical does not effect your current hit, it
    effects the one that will come after it. In other words, you do technically
    make a Critical on Batman's 3rd hit. But it is Batman's 4th hit that will
    benefit from this. 
    In the first game, I explained this as the combat system going Strike, Strike,
    Power Strike, Critical Strike. Note that the effect is still the same. The
    third hit will always be a Freeflow Strike, but it will never be able to be a
    Critical Strike. Performing the 3rd hit properly modifies the 4th hit,
    performing the 4th hit properly modifies the 5th hit, etc. 
    It's worth noting that the Batclaw Slam can no longer be a Critical Strike. If
    you insert a Batclaw Slam where a Critical Strike should have been, then your
    next Strike after that will be a Critical Strike. Think of it as a basic
    queuing system. The game only tracks whether or not you currently have a
    Critical Strike "queued" based on the performance of your previous strike. 
    Batman must also be in Freeflow in order for gadget usage to count as combo
    gadgets, and therefore variations. 
    Special Combos -  Initially, once Batman has achieved an 8x combat multiplier
    his Combo Counter will turn yellow. This signifies that Special Combo moves can
    now be used. Once the Special Combo Boost upgrade is purchased, this 
    requirement will be reduced to 5x. After using one of the moves, Batman must
    re-enable them by performing further attacks. Spillover points do not factor
    in. In other words, if you have purchased Special Combo Boost, and wait until a
    9x combo to perform it, you will not be able to perform another Special Combo
    until 14x.  
    There's an interesting caveat here. Even if Special Combo Boost has not been
    purchased, Special Combo moves are unlocked every 5 further combo points after
    the initial one is performed. In other words, though the initial Special Combo
    move cannot be done until 8x, the next one can be done at 13x, then at 18x.
    Some Special Combo moves add to Batman's combo meter, but unfortunately
    Arkham City has been modified and these no longer counts towards the +5x
    requirement to the next unlock. 
    Please note: for veterans of Arkham Asylum, this is a substantial change.
    Instead of being able to chain Instant Takedown, Critical Strike, Critical
    Strike, Instant Takedown, over and over again, you must now perform at least
    one other hitting move between Instant Takedowns. This can be counters,
    Batarangs, another Critical Strike, whatever. This weakens what was perhaps
    the most effective combat tactic from the first game. I suspect that this
    change was made due to the addition of Multi Ground Takedown, which could
    theoretically hit 5 enemies all at once, immediately setting up for another
    Special Combo. 
    Freeflow Focus - This move is activated once Batman achieves a 12x combo.
    There's a few things to note here. First of all, unlike Special Combos, there
    is no diminishing returns here. It is always an additional 12 hits Batman must
    gain. Secondly, using a Special Combo will always return Batman to a "0 hit"
    counter for Freeflow Focus. This means that if you build up a 6x combo, and
    then use an Instant Takedown, you will have to go up to 18x in order to
    activate Freeflow Focus. 
    The effect of Freeflow Focus is that the rest of the game is slowed down
    slightly, but Batman is not. It's a bit like bullet-time, but it's actually
    even beyond that. It not only give the player extra reaction time, but it
    actually makes Batman faster relative to everything else. 
    Freeflow Focus is disabled and its counter reset back to 0 when using a
    Special Combo. Once Freeflow Power Gadgets have been unlocked, using a gadget
    (except for the Batclaw) will also cause this effect. 
    There's a lot to say about Freeflow Focus, but I have moved that into the
    Putting It All Together section of the guide. 
    ---[SC1] - Scoring---
    Combos are scored in two different ways in B:AC, one for in-game experience
    bonuses, and the other the point-system for challenge mode. I will discuss each
    of them here.  
    1. In Game Experience
    At the end of any non-boss thug encounter you get experience based on the
    number of thugs you defeated, with each one being worth a certain number of
    predetermined points. This is normally about 10 points for most common thugs in
    the game. The method by which you kill them does not affect this experience 
    value. If you achieved a minimum of a 5-hit combo during the encounter, then
    you will receive 10*X bonus experience for the battle. You will then receive a
    variation bonus based on the number of combo variations used during the battle.
    Here is a list of the variation bonuses:  
    Standard Variation
     x3 - 25xp
     x4 - 50xp
     x5 - 75xp
     x6 - 100xp
     x7 - 125xp
     x8 - 150xp
     x9 - 200xp
     x10 - 250xp
     x11 - 350xp 
     x12 - 500xp
    Gadget Variation
     x1 - 25xp
     x2 - 50xp
     x3 - 75xp
     x4 - 100xp
     x5 - 125xp
    2. Challenge Mode
    The challenge mode scoring system is much more complicated than story mode.
    Whenever you perform a move that adds to your combat counter, it will give you
    points in the form of M*X, where M is the Modifier for that particular move,
    and X is the number of hits in your combo after the move is complete. 
    Here is a list of the modifiers for moves I am aware of. I do not claim this
    is complete: 
    10  - Strike
    10  - Counter
    20  - Projectile Counter
    20  - Critical Strike
    25  - Batclaw Slam - a punch that immediately follows a Batclaw 
    25  - Aerial Attack
    20  - Special Combo Multi-Ground Takedown
    10  - Special Combo Bat Swarm
    25  - Special Combo Disarm and Destroy
    50  - Special Combo Take Down
    50  - Beatdown Finisher
    75  - Ground Pound
    10  - Rodeo Strike - caused when riding a Titan, and it hits another enemy
    25  - Rodeo Shockwave - caused by pressing () when riding a Titan
    50  - Lieutenant Takedown - kill a Lieutenant though normal combo
    100 - Titan Takedown - kill a Titan through normal combo
    100 - Knife Evade Takedown
    10  - Combo Batarang
    0   - Redirect
    0   - Evade
    0   - Stun
    0   - Slide Attack
    0   - Ultra Stun
    0   - Batclaw Pull
    0   - REC
    0   - Freeze Blast
    0   - Quick Explosive (note: this move will not even appear in you list)
    10  - Collateral Damage - This is a static 10 points granted when knocking one
    enemy into another (most common during Rodeo Strikes)
    100 - Special Combo Takedown - This is a static 100 points (not modified by
    combo) that occurs when you kill an enemy by knocking them into an
    environmental trap, such as electrified walls. Interesting note: The Takedown
    Projectiles modifier for Campaign Mode causes Batarangs to give the same
    effect as an electrified wall, and will trigger this same static bonus.
    A couple of notes. 
    1. Multi-Counters - Whenever Batman counters multiple enemies in this game, it
    is treated as a stack. So if you have a 3x multiplier, and perform a Counter
    against 3 enemies, you will receive 4 x 10, 5 x 10, and then 6 x 10 points,
    for a total of 150. The game performs this seamlessly in the background. 
    2. Multi-Hit Special Combos - A definite change. There are two Special Combos
    in this game that can hit multiple enemies. The game treats them surprisingly
    differently from everything else. In the case of either Bat Swarm of
    Multi-Takedown, you will only receive +1 to your combo counter. However, the
    game gives you points per-enemy. This actually can be seen on the screen in
    the upper-left corner. Let's say you use Multi-Ground Takedown with a 5x
    combo, and you take out 4 foes. The game will show "Special Combo Multi-Ground
    Takedown - 6 x 20 x 4", resulting in a total of 480 points. This makes
    Multi-Ground Takedown generally poor for score, because by killing each of 
    these enemies with a single-target takedown (Instant or Ground Pound), you'll 
    gain more points.
    Bat Swarm, however, is a different story altogether. Bat Swarm does little (if
    any) damage to enemies, has a base multiplier of 10x, and then is mulitplied
    by the number of enemies it hits. It also has a tremendous radius, and no
    apparent target cap. This means that if you use Bat Swarm against a group of
    10 enemies, it will be tied with Knife Evade Takedown and Titan Takedown as
    the highest multiplier in the game. If you use it on a group of 15 enemies,
    it's far and away the highest. The catch here is that Bat Swarm's value
    diminishes as enemies die, which means it's difficult to combine it with an
    extremely huge combo. Generally by the time you've reached a 60-hit combo or
    higher, most of the enemies on the field will have died, and Bat Swarm won't
    be worth much more than a Ground Takedown, for example. Still, there are
    situations where this isn't the case. Any battle involving a Lieutenant, for
    example. You can make the Lieutenant your first kill, and usually come out of
    that with a 50 hit combo. After that you can throw a batarang, maybe perform a
    Critical Strike or two, build the combo up a little more, and then use Bat
    Swarm for massive points. 
    At the end of the round, there is a list of static bonuses you can receive, and
    then a variation bonus which changes depending on the highest variation combo
    you obtained during the match 
    500pts - Perfect Round - Do not take damage during a Round
    1000pts - Flawless Freeflow - Kill an entire round of enemies in a single combo
    5000pts - Perfect Fight - complete an entire challenge (all 4 rounds) without
    taking damage
    Variation Bonuses: 
     x3 - 100 
     x4 - 250 
     x5 - 500 
     x6 - 1000 
     x7 - 2000 
     x8 - 3000 
     x9 - 4000 
     x10 - 5000 
     x11 - 6000  
     x12 - 7000 
    Gadget Variation
     x1 - 100 
     x2 - 200 
     x3 - 500
     x4 - 1000
     x5 - 2000 
    So let's walk through a simple scenario and calculate the points you would gain
    for it.  
    You begin a battle by performing Strike, Strike, Strike, then two enemies
    attempt to attack you so you perform a multi-Counter. Next you use an Ultra
    Stun, Dodge over an enemy's head, throw a Combo Batarang, Batclaw, perform a
    Batclaw Slam, and then finally use an Instant Takedown. For the purposes of
    this example, we'll assume the battle somehow ends here.
    Here are the points you would receive for each move performed: 
    -Formula, Points awarded, Total-
    10x1= 10= 10 (+1 variation = 1)
    10x2= 20= 30
    10x3= 30= 60
    10x4= 40=100 (first part of multi-counter, happens invisibly behind the scenes)
    10x5= 50=150 (Counter)
    Ultra Stun and Dodge give no points and add no combo hits, so have no effect on
    your score. (+2 variation = 4) 
    10x6= 60=210 (Combo Batarang, +1 variation = 5, +1 gadget variation = 1)
    Batclaw Stun adds no points. Keep in mind it also cannot add a standard
    variation, because you have already used a gadget with the Batarang (+1 gadget
    variation = 2)
    25x7=175=385 (Batclaw Slam)
    50x8=400=785 (Instant Takedown, +1 variation = 6)
    This would give you 785 points onto your base score. In addition, you would
    receive a x6 variation bonus worth, or +1000. You'll now also receive a +2
    gadget variation bonus, or +200. You would also receive the Dark Knight and
    Flawless Freeflow bonuses, +1500. Giving you a total score of 3455 points. 
    If you've read my guide from the previous game, you may recognize that this is
    roughly the same scenario I used last time. I did this to illustrate a point.
    In the first game, this same combo achieved 4215 points. In this game, it's
    down to 3455, a loss of 760 points. What happened? Did the game get stricter?
    Well, not exactly. The main thing this example suffered from was the loss of
    the previous game's distinction between of both Batarang and Batclaw as
    separate variations. Because this game considers them both gadgets, the same
    variation, we dropped from a 7 variation bonus to a 6 variation bonus, a dip
    of 1000 points. This was compensated slightly by the game's new gadget
    variation bonus, which awarded us 200 extra points. This mainly accounts for
    our 720 point difference.
    In case you're curious, the rest of the discrepancy is because you can't
    critical a Batclaw Slam anymore. In my original example we had Batclaw Slam at
    x7 because of Critical'ing it. Since we can't do that, in order to keep the
    examples close, I had to add an extra hit earlier on (the additional Counter).
    This changed the scenario slightly, but kept us more or less in line. 
    Aerial Attack is a closer equivalent to what combo batarang represented in the
    first game, so let's try using it, instead: 
    10x1= 10= 10 (+1 variation = 1)
    10x2= 20= 30
    10x3= 30= 60
    10x4= 40=100 (first part of multi-counter, happens invisibly behind the scenes)
    10x5= 50=150 (Counter)
    Ultra Stun and Dodge give no points and add no combo hits, so have no affect on
    your score. (+2 variation = 4)
    25x6=150=300 (+1 variation = 5)
    Batclaw Stun adds no points (+1 variation = 6, +1 gadget variation = 1)
    25x7=175=425 (Batclaw Slam)
    50x8=400=825 (Instant Takedown, +1 variation = 7)
    Now we add 2000 for our 7 variation bonus, 1500 for Dark Knight and Flawless
    Freeflow, and 100 for our single gadget variation. This gives us 4,425. That's
    over 200 points more than the nearly-same combo in the previous game. These can
    be accounted for by the extra modifier of Aerial Attack (Combo Batarang was
    only 10x), and the new gadget bonus. 
    So what are the major take-aways here? Well, at first, it may seem like Arkham
    City is a completely different game in terms of scoring and rewards, but it's
    actually not that far of a departure. Things that worked in Arkham Asylum
    still work about the same way, but there might be a change here or there to
    keep variations consistent. In fact, the variation bonuses for Arkham City are
    identical to Arkham Asylum all the way up to x7. Variations x8 and x9 are
    slightly diminished, with x10 in this game being the same as x9 (max) in the
    previous game. Variations x11 and x12 are beyond Arkham Asylum's old max. 
    Perhaps more importantly, though, the Gadget Variation bonus now makes a
    somewhat substantial difference. Keep in mind that Gadgets do not have to be
    put together within a single combo, just within a round. This means that if at
    any point in the fight you use all of the five gadgets, even if you break
    combo, you'll get a full 2000 bonus points per round, or 8000 extra for your
    final score. Given how insanely easy this is to do, there is no reason not to
    do this every round before beginning your actual combat approach. Whether
    you're using my Combat Method 1, Combat Method 2, or a mix-and-match, you can
    still knock out easy points by using all of the gadgets first. 
    ---[PT1] - Putting it all together---
    Knowing all of this is a good place to start, but at some point you've actually
    got to apply the knowledge to a fight. 
    Whether you're going for bonus in-game experience or a high score in a
    challenge, there are two main combat methods that are effective for scoring.
    They can be used solely, mixed and matched, or put together. 
    - Combat Method 1 -
    Method 1 is the variation approach. Each round of combat allows you up to a
    +7000 point bonus for doing only 1 perfect 12-variation combo. The rest of the
    battle you can do any way you like. This is definitely trickier than it was in
    the first game, but remember the same rules apply: boil it down to a few basic
    elements, slow yourself down (realize the timer is more generous than you
    think), and learn all of the failure cases I mentioned previously and how to
    avoid each one. 
    The key to mastering the variation process is to think of Batman's various
    moves in segments. First, we'll start with the basic 5 elements. Strike,
    Counter, Dodge, Ultra Stun (this is a basic because it replaces Cape Stun from
    the previous game as our variation requirement), and Gadget. 
    In the previous game I had a strategy that involved chaining Cape Stuns until
    you got a Counter off. In this game that is no longer as practical.
    Unfortunately the Ultra Stun animation is much more complicated than just a
    Cape Stun, and Batman cannot safely counter at all points during the move. 
    Since this is the case, it is now a bit more difficult to get the Counter off
    safely during a combo. In most cases you will eventually be forced into a
    Counter situation, but if you're truly farming for variations, it's not wise
    to risk it. Instead, I recommend starting combat with a Counter. Run in the
    middle of the group of enemies, wait for an incoming attack (projectile
    counters count for this as well), and Counter as necessary. After getting off
    the counter, immediately go into chained Redirects. Your next priority will be
    getting off an Ultra Stun. Ultra Stun isn't easy to perform without being
    interrupted by an enemy, so you may not succeed first time. Your best bet is
    to try to redirect out to a straggler, someone who is separated from the rest
    of the group of enemies. It may be useful to get Batman into Freeflow mode
    before doing this (get another counter or an extra strike or two), in order to
    get extra range for the initial Cape Stun. 
    The reason I am forcing you into getting Counter and Ultra Stun right off the
    bat is because there's little use in proceding deeper into the combo until
    they're complete. Going for an Ultra Stun is always risky (unless there's only
    1-2 enemies left), and you're going to have enough moves stacked at the end to
    not want to deal with it (believe me). Counters are easy to get off, but this
    makes them easy to forget. Making sure to knock one out here may save you some
    heartache with a barely-missed achievement.
    The next two moves are Strikes and Evades, but we're not going to worry about
    them. Those two moves will come naturally. We're going to be using Strikes in
    order to build up combos between Special Combos, and we're going to be using
    Redirects at various points in the battle to stay safe between moves. 
    Alright, so you've done your Counter and Ultra Stun. If everything has went as
    swiftly and minimally as possible, you now have a 1x multiplier. Our next step
    is going to be to use a gadget. In order for the gadget to count as a combo
    gadget, we need to have a 2x multiplier. Go ahead and hit an enemy with a
    single Strike if you need to, or get in an extra quick Counter (if one's
    available). If it's preferable, you can also have done this at the beginning
    of the fight (I usually throw a punch or two before going for an Ultra Stun). 
    Regardless, this is the state you need to be in: 2x or higher multiplier,
    Ultra Stun complete, Counter complete. At this point go ahead and start doing
    Redirects over the enemies. Keep in mind that chaining Redirects prolongs
    Batman's combo indefinitely, making this entire process much simpler than in
    the previous game. At some point between your Redirects, you're going to want
    to use a gadget. I recommend the Batarang. It's not the best gadget we have
    available, but Batman has a very quick release and recovery time on it. You
    can slip a Batarang in between two Redirects and you will almost never get hit
    by an enemy for it. 
    This completes the "basics" section. Remember, it's best to think of this as
    the "Counter/Ultra Stun/Gadget" stage of combat. If you focus on those three
    things, you'll be fine. Redirects and Strikes should be a given if you're
    playing properly. 
    Now we begin the Special Combo stage of combat. This is a bit more complex
    than it was in the previous game. Not only do we have 4 Special Combos that we
    have to work with now, but the hits from the Special Combos don't count toward
    the next build-up. This means there is usually 3 actions required between each
    Special Combo. There are ways around this, but they're either situational, or
    too risky to be worth it (three-enemy Counter, Explosive Gel). But let's not
    get fancy here. We're just going to use Redirects and Strikes to get through
    First, we're going to try to take care of Ground Takedown, our former problem
    child. It's not as much of a problem as it used to be, though. First, use
    Redirects and Strikes until your combo meter is yellow. The best approach here
    is to use one Redirect, then Strike that same enemy. Then pick a new enemy,
    Redirect on him, Strike him, rinse and repeat until combo meter is yellow.
    Once we have a yellow combo meter, we're going to do something a little
    complicated here. You're going to need to find another enemy, Redirect over
    him, and knock him down. There's a few ways to do this. The safest is
    a Critical Strike, but if you're not good at those, you can use a Batarang or
    Batclaw Slam instead. Now, quickly, you're going to have to make a judgement
    call on whether or not that enemy is dead. The game gives a booming
    death-knell when you KO an enemy, so you can pay careful attention if you're
    quick enough, but this can be rough in the middle of battle. At any rate, the
    goal here is to knock and enemy to the ground in some fashion. 
    As soon as you knock an enemy down, you need to activate Bat Swarm. Bat Swarm
    will paralyze all of the enemies around Batman for a couple of seconds, giving
    him time to perform a Ground Takedown on the enemy you just knocked down.
    These two moves should be thought of as a single unit. It's not Bat Swarm and
    then Ground Takedown, it's the "Bat Swarm/Ground Takedown" move you're trying
    to perform here. 
    This is one of the bigger failure points and lynchpins of the Perfect Freeflow
    achievement. Ground Takedowns are difficult to pull off under any
    circumstances. Bat Swarm attempts to mitigate that by stopping most of the
    enemies, but a lot can still go wrong here. Enemies have certain i-frames
    (like when they're picking up a weapon off the ground), and if you're unlucky
    they can manage to blink through your Bat Swarm and hit you during your
    takedown. They may also be out of range, and either come running in or throw a
    projectile at you. These things can and will happen to you. Sometimes often.
    Don't let it get to you, just start over, try again, and try to get to the
    Ground Takedown. 
    An alternative approach to this section is to move the Ultra Stun from the
    beginning of the combo to here, and try to use it to achieve the Ground
    Takedown. This is most useful when you've got a group of enemies with low
    health, and you're afraid of killing them before knocking them down. The best
    approach here, I've found, is to actually do the Bat Swarm first, then Ultra
    Stun an enemy, then immediately Ground Takedown them. In most cases, Batman
    will get out of his Ground Takedown animation just in time to Counter the
    first incoming attack. It's not foolproof, but it's no more risky than using
    Ultra Stun is anyway. If you go with this approach, then your first stage of
    combat is Counter/Gadget, and your second stage is Bat Swarm/Ultra Stun/Ground
    Once you finally succeed with the Ground Takedown, this is the first major
    checkpoint of the process. You've now done the Strike, Counter, Evade, Ultra
    Stun, Gadget, Bat Swarm, and Ground Takedown variations. That's 7. That sounds
    like it's a long way from 12, but it's actually not such a bad thing. If you
    can pull off a 7 variation bonus in each round of a Challenge, that's 8000
    points (2000 per round). If, on top of that, you add each of the 5 gadgets in
    at some point during the round (remember, the gadgets do not have to be part of
    the same combo), that's an additional 2000 per round. With these two bonuses
    alone you'll net 16000 points. Add on top of that the points for the moves
    you're actually performing. Assuming the minimum of 5x multiplier needed to
    perform Bat Swarm, it will be worth 200 points. The Ground Takedown following
    it will be worth 450. That's an additional 650 per round, putting your total at
    18,600. Keep in mind here that I'm still not counting all of the points for all
    of the moves you're using, and you will have to perform other moves to complete
    the challenges. If you stick to this method, even with very little success, you
    can easily 3 star many of the combat challenges. 
    But the important thing is that from the 7 variation, each additional
    variation is an extra 1000 points. So the points add up quickly here. You
    shouldn't make it your goal to get a perfect 12x variation each round, but you
    should always follow the process for it as far as it will take you. 
    Let's get back to our method. We've performed the first 7 moves. With Bat Swarm
    complete, we're free to focus on the rest of our Special Combos. 
    We're going to start with Disarm and Destroy. Disarm and Destroy requires an
    enemy who has a weapon, and as we progress in the battle, we're going to be
    knocking more and more weapons out of enemies' hands. The sooner we work in a
    Disarm and Destroy, the better. Disarm and Destroy also has the advantage of
    falling back into an Instant Takedown upon failure, so we may accidentally
    achieve our Instant Takedown variation while going for this one. That's
    another good reason to go for it first. 
    But finally, and perhaps the best reason to go for Disarm and Destroy first,
    it's extremely useful for removing problem enemies. If there is an enemy with a
    Gun, Shield, Stun Rod, or Knife (prioritize in that order), then do your best
    to use Disarm and Destroy to remove that item from combat. The danger of gun
    enemies is obvious. They can shoot you at any time, ending a combo. Shield
    enemies are dangerous because if you ever try to hit one (or use most other
    attacks on them), they will block it. Their attacks also cannot be countered.
    This counts as a failed move, and you will lose your combo. Stun Rod enemies
    are vulnerable to more things than Shield Rod enemies, but they are immune to
    Strikes from the front (something you'll be doing often), and their attacks
    cannot be countered. Knife Thugs have no special defenses, but their attacks
    cannot be countered by the normal counter method (you must hold the counter
    button and back away from them). This isn't impossible, but it's a hard thing
    to remember in the middle of most fights and will often result in a hit. 
    After coming out of your Ground Takedown, you're going to want to immediately
    go back into Redirects. Roll along enemy backs and Strike them as before,
    building up to a fresh yellow meter. Now, turn Batman to face an enemy who has
    a weapon of some variety. Any weapon will work, including projectiles. Execute
    a Disarm and Destroy. In combat challenges, it's best to quickly glance up at
    the left side of the screen as you're doing this. The game will tell you if
    you did a Special Combo Disarm and Destroy, or an Instant Takedown. It's
    usually not that hard to judge, though. 
    If Batman performs and Instant Takedown instead, then your enemy didn't have a
    weapon (this will usually happen if a projectile enemy throws right before you
    reach them). Go back into Redirects/Strikes, build up a fresh meter, and try
    again. If you get to a point where no enemies have weapons (happens often in
    early challenges like Blind Justice), then just give up on Disarm and Destroy
    and move on to Multi-Ground Takedown.
    Our strategy for Multi-Ground Takedown is roughly the same as our earlier Bat
    Swarm/Ground Takedown. The only difference here is that we only have to do one
    move instead of two, and we'll have full i-frames during the move. This makes
    it substantially easier. Still, step one is knocking an enemy to the ground
    without killing them. Whether by Critical Strikes, Ultra Stun, Batclaw Slam,
    Batarang, Freeze Grenade, Exposive Gel, or any other method, you must knock at
    least one enemy to the ground without killing them. This is indicated by the
    stars above their head, but they can sometimes be hard to catch in the heat of
    the battle. Once you get an enemy on the ground, Multi-Ground Takedown is
    effortless, and virtually cannot fail. 
    Remember, once you come out of it immediately go back into Redirects. This
    will buy you time to think of your next move. This one's a bit conditional.
    Have you or have you not yet performed and Instant Takedown? If you know you
    accidentally used one while going for Disarm and Destroy, skip this step. If
    you didn't or are unsure, use the same method we've been using. Redirect,
    Strike, Redirect, Strike, until yellow combo meter. Then execute Instant
    Takedown. Instant Takedown is extremely easy to initiate, and Batman's
    invincible during it, so it's virtually failure-proof. This is one of our
    easiest steps. 
    "But wait," you may be saying, "if it's so easy, why didn't we use it earlier
    and get an easier extra variation?"
    A couple of reasons. First of all, Instant Takedown KOs an enemy and thins the
    field. This sounds like a good thing, but it's actually not. When we're going
    for high variation scores, large groups of enemies actually work to our
    advantage, especially if we fail out and want to start the whole process over.
    Secondly, as mentioned before, Disarm and Destroy will often accidentally
    result in an Instant Takedown, so it's wise to try it first. 
    An exception to this rule may be made in the presence of Armored Thugs.
    Armored Thugs are problematic because, like Shield Thugs, attempting to attack
    one will result in your attack being blocked and your combo failing. If there
    is an Armored Thug on the field, feel free to move Instant Takedown up before
    Disarm and Destroy in order to eliminate him. 
    After completing these three Special Combos, you will now have a 10x
    variation. This will net you 5000 points per round, and is equivalent to our
    old 9x bonus (which was max) in the previous game. I consider this to be the
    wall to shoot for. If you can hit 10x variation bonuses in just the third and
    fourth round of every fight, you're extremely like to get the 3 star,
    especially with the high amount of points you'll be getting from that last
    Instant Takedown (minimum of 20x50 = 1000 per round). 
    But of course, at some point you're going to want to get that perfect 12x
    variation achievement, aren't you? Don't worry, I won't leave you hanging.
    I've saved the last two moves to the end for good reason. The only moves that
    Batman has left are Beat Down, and Aerial Attack. Let's start with Beat Down. 
    Beat Down takes longer depending on how much health an enemy has remaining.
    Batman also does not have i-frames during the Beat Down animation (though he
    can Counter his way out of it safely). For this reason, Beat Down is best
    executed on an enemy who is already low on health (do not attempt Beat Down on
    Armored Thugs when going for variation bonuses, it will take substantially
    longer than on normal thugs). Beat Down is also easier to get off when there
    are fewer enemies around to attempt to attack Batman. Depending on the number
    of enemies you started the battle with, at this point you can have killed no
    less than 3 (Ground Takedown, Multi-Ground Takedown, Instant Takedown). I find
    that far more often I've killed 5 or 6, just from the extra Strikes and
    Counters I've been laying out across the battlefield. 
    If you're down to three or less enemies, getting a Beat Down in should be
    easy. Take an enemy out with a Freeze Grenade, then immediately Redirect over
    another enemy. Now, if you can, Cape Stun that Enemy, and then turn and do an
    Ultra Stun on the other enemy (the first Cape Stun is to prevent that enemy
    from stopping our Ultra Stun). Both Freeze Grenade and Ultra Stun will take an
    enemy out with plenty of time for you to complete your Beat Down safely, so go
    ahead and finish the third enemy with it. 
    If you have more than three enemies, the previous approach is not ideal, and
    you are better off using Bat Swarm. As previously demonstrated (Redirect,
    Strike), build up to a yellow combo meter, and then Redirect over a single
    enemy repeatedly until all of the enemies are gathered around you. This should
    be easier than our previous Bat Swarm, because we do not have to knock an
    enemy down to the ground first. When all of the enemies are close use Bat
    Swarm, and then pick your target and go immediately into Beat Down. 
    The last move is Aerial Attack. You must be wondering why I saved Aerial
    Attack for last. Well, I saved it for last because I hate it. Aerial Attack is
    second only to Ground Pound itself in terms of how likely Batman is to get
    punched out of it. Batman goes up on an enemy and comes straight back down.
    This is worse than Ultra Stun, because with Ultra Stun Batman at least
    continue to move forward, and will sometimes evade an attack out of luck. This
    is worse than Beat Down, because Batman cannot Counter out of Aerial Attack
    safely as he can with Beat Down. 
    True story: the first time I got my 12x variation achievement, I went 0/6 on
    the last Aerial Attack. Six different fights I had gotten the first 11
    variations in, and six times--with only a few enemies left on the
    field--Batman had been punched during his Aerial Attack animation before it
    There are a few ways to mitigate this problem. The first is crowd control, as
    described during Beat Down. If there are only a few enemies left, use Freeze
    Grenades and Ultra Stuns to take all of them out except for 1, and then use
    Aerial Attack on him. Another method is to use Aerial Assault. During Aerial
    Assault Batman will leap to a different enemy. This movement, while slight,
    will often make the difference in whether or not an attacking enemy
    successfully hits him. 
    Ultimately, at least for me, the strategy that works best is... you
    guessed it: Bat Swarm. Build up yet another 5x multiplier, and perform yet
    another Bat Swarm, and then you should* be able to effortlessly get an Aerial
    Attack off. Aerial Attack doesn't take as long as a Ground Pound or Beat Down,
    so even if an enemy is outside of the range of Bat Swarm you will usually be
    safe to complete the move first (if for some reason they're still alive,
    projectile or gun enemies will impact the effectiveness of this). 
    *I say "should" because in one of my six failures, I actually had an enemy bend
    over to pick up a pipe during Bat Swarm, avoiding it by i-frames, and then run
    over and hit me during my Aerial Attack. I cursed. 
    Knowing that it's a problem child, you may also attempt to work Aerial Attack
    in somewhere earlier in the combination. For example, setting up for your
    Multi-Ground Takedown. Or if you somehow find yourself at the edge of the
    battlefield with a lone enemy, go ahead and sneak the Aerial Attack in and it
    will be one less thing to worry about. In general, however, my luck with this
    move has been abysmal. I prefer to leave it off until the very end of the
    combo, assume it's going to be a total failure, and suffice myself with 11x
    variations for the purpose of making points. If I happen to get an Aerial
    Attack off, I just take it as a lucky break. 
    - Combat Method 2 -
    Method 2 is the simple approach: Critical Strikes. Critical Strikes is a
    tremendously powerful move, and relatively simple to use once you slow yourself
    down and get into a steady rhythm of just tapping the [] button once whenever
    you want Batman to attack (unlike what the game implies, timing here does not
    matter. You have the full combo window to initiate your next Critical Strike).
    Each Critical Strike is worth +2 hits, then adds 20x your combo meter in points
    to your score, and they cause Batman to fly around across the screen pretty
    wildly, which if used carefully to your advantage can be a great defense
    mechanism. A 19-hit combo (3 initial Strikes, 8 Critical Strikes) is already
    worth 1,980 points. Add just 5 more Critical Strikes to that chain, and you
    will be at 4,480. Five more (a total combo of 39 hits at this point) gives you
    7,980. For adding just 10 hits (it might sound like a lot, but it's really
    not), we've added 6000 points to our score. That's more than a perfect 9x
    variation bonus! 
    There are a couple of different ways to get these massive Critical Strike
    chains going. The easiest (and least reliable) way is to simply use nothing but
    the [] button. With some dedication you can make this work, but it will cause
    you some grief with incoming attacks, Stun Rod Thugs, Shield Thugs, or Armored
    Thugs. For many basic battles, however, this method can be applied
    The second step is to intermix counterattacks into your Criticals. Watch for
    blue lines during Batman's slowdowns before the hits, and try to slip a /\ in
    when it seems appropriate. This will raise your hit counter, but can be
    dangerous because it requires a split-second decision on whether or not a thug
    is about to hit you. If you tap /\ and no attack is coming in, it will count as
    a failed move and you will lose your combo. If you fail to catch an incoming
    attack, you will take a hit and lose your combo. 
    The third, and better step (the second step could arguably be skipped for this
    one in most cases) is to apply a liberal use of Redirects between every 1-2
    criticals that you do. A Redirect will buy you time to think, and in large
    groups of enemies you can simply Redirect around until you see a good
    opportunity to execute your next Critical. In fact, you can often Redirect over
    an enemy at the edge of the group, then do a normal evade out into the
    open. From here you can use your next Critical strike.
    The final step, very important to remember for some of the challenges, is
    intermixing your Criticals with Instant Takedowns. Here is a sample flow of
    what can be done using this technique: 
    Strike, Strike, Strike, Critical Strike, Instant Takedown, [Critical Strike,
    Critical Strike, Critical Strike, Instant Takedown], repeat ad nauseum. 
    As I've said, veterans of Arkham Asylum must note that the combo point for one
    Instant Takedown does not count toward the build-up for the next one. Even
    with that, this method is still devastating. The instant-death effect
    of Instant Takedown will absolutely obliterate a battlefield, leaving Batman
    invincible a significant portion of the battle. Instant Takedown also still
    comes with a 50x modifier, making it substantial for score. 
    In Arkham City, you may want to consider replacing Instant Takedown in your
    rotation with Disarm and Destroy. This is particularly useful in extremely
    large groups of enemies with things like Stun Rods, Knives, Shields, or Guns
    in play. If you kill the thug the weapon will be picked up and come back, but
    if you destroy the weapon it is permanently out of play. This will also allow
    you to build up longer Critical Strike chains for more points, but Batman will
    still be remaining invincible for long periods of the battle. Finally, if you
    get to a point where there are no weapons available, you do not have to switch
    the button input you're using. The game will fall Disarm and Destroy back to
    Instant Takedown for you.
    The main time this strategy is not as ideal is when there are many projectile
    thugs, but no other weapons in play. A Disarm and Destroy to take out a
    projectile is almost never worth giving up the instant-KO of Instant Takedown. 
    Combat Method 2 in this game is made easier by the addition of Freeflow Focus.
    During Freeflow Focus the rest of the game moves more slowly, but Batman
    remains at full speed. This makes continuing massive Critical Strike chains
    almost effortless, and it's extremely difficult for an enemy to slip an attack
    in in time to stop you. The catch here is that you will not be able to
    incorporate Instant Takedowns, as they will stop Freeflow Focus. You can,
    however, still use Ground Takedown. I'll touch more on this in the next
    -Combined Methods-
    Now remember, we can mix the two methods for tremendous results. Here's an
    We go into battle and recklessly charge our first enemy, and do a [], [] combo
    against him. At this point an attack is coming in (an aggressive enemy with a
    pipe), so we need to Counter immediately. We have a +3 combo. Next we do an
    Ultra Stun, because we know to do so after our counter, then we Dodge over the
    nearest enemy. Next we tap [] once to do a Critical Strike, giving us a +2
    combo, and immediately we follow it by triggering a Disarm and Destroy to
    remove a Shield Thug. After this an enemy is behind us so we Enemy Dodge
    over him, then Ground Dodge away from the group of enemies once. We
    throw a Batarang to knock an enemy to the ground, but another enemy is charging
    us and we don't want to risk a Ground Takedown yet. Instead we do a Critical
    Strike into the charging enemy, knocking him senseless. We Counter an incoming
    attack, putting us at Special Combo activation (Batclaw Slam, Batarang,
    Critical Strike (+2), Counter). Now we do Bat Swarm, then our Ground Takedown,
    quickly finishing off one of the enemies on the ground. At this point an enemy
    has already recovered and is mid-punch against us, so we tap /\ for a rapid
    Counter. After the Counter ends we start Enemy Dodging again to buy a second to
    think. Eventually we perform a quick chain of three Critical Strikes, to clear
    the air a little, and then go into an Instant Takedown. When the Instant
    Takedown is over the enemies who are still alive are back up on their feet, so
    we Dodge away once, turn and fire the Batclaw, perform a Batclaw Slam. We
    finish things off with a series of Ultra Stuns mixed with Ground Takedowns
    until everything is dead. 
    As opposed to Arkham Asylum, I've replaced the finisher here with Ultra Stuns
    and Ground Takedown. This is because Ultra Stun is guaranteed to not kill a
    foe, meaning you can milk extra Ground Takedowns out effortlessly. Ground
    Takedown is worth x75, not x50, so once you get a 20+ combo a Ground Takedown
    over an Instant will net you an extra 500 points. This is half as
    much as it was in the previous game, but you've also got more crowd-control
    utilities to make Ground Takedowns easier to pull off. 
    Once you've narrowed the battlefield down to 3 or even 4 enemies, it's
    incredibly easy to switch to Ground Takedown mode. Lob off a Freeze Grenade to
    freeze one enemy, then continue to Redirect (remember, always Redirect between
    moves), until you have an opportunity to Ultra Stun a guy. Now there are only
    two guys still standing. As I've explained before, Cape Stun one of them (or
    Critical Strike or Batarang if you prefer), and then Ultra Stun/Ground
    Takedown the other. Now there are only 3 guys left, one of whom is frozen, and
    the other is probably still Ultra Stunned. Keep using Ultra Stun/Ground
    Takedown until everyone is dead. This will wrack up *tremendous* points. At a
    certain point near the end of the fight you may want to allow Batman to achieve
    Freeflow Focus to make this even easier. 
    It's also important to realize that the Critical Strikes technique can be used
    for very quick chaining between your first and second Special Combo attack, the
    same way it can be used to chain between Instant Takedowns as I mentioned
    above. This makes flowing from one to the other much faster. In Arkham City,
    it takes only 3 Critical Strikes to activate any Special Combo move. If a
    Counter or other attack (such as Batarang) was involved, only 2 are required. 
    -Further Techniques-
    Aside from these two main modes of combat, there are a few other things you
    should keep in mind as you're working for points. 
    Gadgets are worth very little points. A Combo Batarang has a multiplier of 10,
    a Batclaw Slam 25. That's technically only an additional 5x multiplier for
    using the Batclaw at all, and then only if you follow it with a Strike and
    nothing else. Now there are a few advantages to Batclaw Slams, but as far as
    points go it's not overwhelming. Batclaw Slams don't Critical in this game, so
    technically you can get two Batclaw Slams in for every Critical Strike, making
    them worth arguably more than twice as many points. However, while the Slam
    itself is safe, Batman's Batclaw animation is not safe, and it makes this
    entire process take substantially more time. The overall point here is, don't
    think of gadgets in terms of enhancing your score. 
    Except, do keep in mind that Gadgets are a separate variation score now, which
    it does not have to be part of one combo. This means that for every
    combat challenge, you have absolutely no excuse for not using every single
    gadget at least once before the end of the fight, and netting an easy 2000
    points. Beyond getting this variation bonus, though, I would not worry about
    gadgets as part of your standard scoring tactic.
    Perhaps to go along with it now being easier to use, Ground Pound is now only a
    75X multiplier. It is still one of the biggest cash-cows for score, though. A
    very useful tactic is to learn how many of the enemies in a wave you need to
    kill, then start doing Ground Pounds on all of them. This can be setup with
    the Bat Swarm attack in this game, as opposed to the gadget-heavy methods used
    in the previous game. 
    Starting at a 25x combo (fairly easy to achieve with Critical Strikes in large
    groups), 5 Ground Pounds alone will net you 10,125 points. Now it's often
    difficult to get a full 5 Ground Pounds in at that point (after all of those
    Critical Strikes, I find that most of the enemies are highly weakened and die
    to the Batarang or next punch often), but you can see that when you can pull it
    off, the rewards are well worth it. If you find yourself unable to perform a
    Ground Pound in a lot of situations, Instant Takedown is also a good move. At
    50 points it's still a significant reward, and safer to work into a battle
    between Critical Strikes. 
    In fact, I hate to say this, but this method is actually a little overpowered
    in this game. I was able to do all of the Combat Challenges using only Critical
    Strikes, Instant Takedown, and Ground Pound. I did not have to rely
    on variations, regular or gadget, at all. Not only did I complete all of the
    Combat Challenges, but in several I beat most of the three-star cutoffs by a
    factor of 2-3 *times* the requirement. The game tries to mix things up a bit by
    adding in Armored and Shielded Thugs, but they're easily removed with Special
    Combos Takedown and Disarm and Destroy (make them early priorities in the
    fight). Ninjas are also added in as well, but ninjas are just as vulnerable to
    a Redirect/Critical Strike as other enemies, so I find they actually make
    little difference to the fight. They can't be disarmed, but they also can't
    drop their weapons for other enemies, meaning Instant Takedown handles them
    just fine. 
    ---[EV1] - Environment---
    There are a few environmental factors to consider during combat. 
    Electric Fences: Throwing an enemy into one of these will kill him instantly
    and grant a 100 point, non-combo'd Takedown bonus. Hitting it as Batman will
    count as a hit and reset your combo meter.
    Flagged scenery: This is an important one. Certain arenas can have background
    scenery that thugs can use as weapons, including pipes, hammers, throwable
    boxes or chairs, etc. If an unarmed thug goes to one of these, they will have
    to spend a second attempting to obtain the weapon, and then they will have
    it available. When a thug attempts to access the gun boxes, an alarm will sound
    to warn Batman of it. Once you knock a weapon from a thug's hand it remains
    available in combat, and can be picked up easily at any time by another unarmed
    thug. Scenery cannot always be fetched in Challenge Mode, however. Certain
    pieces of it are flagged during various rounds as being available. These flags
    are individual to a specific element, and do not apply to the weapon class as a
    whole. In other words, just because one pipe is flagged does not mean they are
    all flagged. Once an object has been flagged in a round, it will remain flagged
    for all future rounds if no thug successfully uses it.
    Unlike Arkham Asylum, these items can now be removed by using Disarm and
    Destroy, and should be. Allowing items like Shields, Stun Rods, and Knives to
    stack up across all four rounds can be very dangerous. During the early stages
    of building combos, Disarm and Destroy should be used liberally until no
    dangerous items remain in play.
    ---[EN1] - Enemies---
    I've decided to divide the enemy strategy sections up into Challenge Mode and
    Story Mode enemies. Most Challenge Mode enemies do also appear in story mode,
    but the strategies I discuss for them are more relevant to Challenge Mode
    -Challenge Mode Enemies-
    There are nine main flavors of enemies in Challenge Mode. Unarmed Thugs, Pipe
    Thugs, Stun Rod Thugs, Knife Thugs, Shield Thugs, Armored Thugs,
    Projectile Thugs, Ninjas, Lieutenants, and Titans. 
    Interestingly, Gun Thugs do not appear in Combat Challenges. This makes
    building huge combos for giant score much easier than it was in the first
    game. They can appear in Campaign Mode, though, but Disarm and Destroy makes
    easy work of them.
    Unarmed Thugs: Your garden-variety thugs. All they can do is punch you, and
    it can be countered. They also have a charge attack, which will happen much
    faster than a punch and can be tighter to counter. Any Unarmed Thug can pick up
    any weapon that is flagged as available and use it against you. All of the
    other types of thugs mentioned above are technically the same enemy as this
    one, with the exception of Armored Thugs.
    Pipe Thugs: Pipe Thugs are like Unarmed Thugs but have increased aggression,
    faster attacks, longer reach, deal more damage, and cause Batman a brief period
    of blurriness after a hit. All in all they are not a significant threat, and
    can be handled the same way as normal thugs. When I classifed these Thugs, I am
    also including other pipe-like weapons, such as bats, hammer, polls, etc.
    Stun Rod Thugs: Stun Rod Thugs are slower than others, but their attacks cannot
    be countered. Also if Batman punches them, it will cause Batman to take damage
    and reel. The easiest way to handle a Stun Rod Thug is either to roll over
    their back then combo them normally, use a Special Combo move, Ultra Stun them.
    Any of these methods will cause them to drop the Stun Rod. Once dropped the
    Stun Rod can be picked up by other thugs. This should be a Disarm and Destroy
    priority. If you choose to use the Batclaw, keep in mind that when pulled
    towards Batman they can do damage, so you must quickly dodge over them or out
    of their way. This is sometimes impossible if they were too close when you
    fired the Batclaw.
    Knife Thugs: Knife Thugs are no longer special enemies, they are now simply
    thugs carrying a knife. Like with a Stun Rod, knives can be dropped and picked
    up by other enemies. Knife Thugs have a special attack. It shows up with a
    yellow indicator. This means that Batman cannot Counter it, but he must use
    the Knife Evade technique. Since this technique is not safe to pull off
    consistently, I do not recommend attempting it. Instead whenever you see a
    Knife Thug about to attack you, simply Redirect over them. If you take the hit
    you will lose your combo. You can also perform a Knife Evade Takedown on these
    enemies, which is one of the most rewarding techniques in the game, worth a
    100x multiplier. Unfortunately, given how situational it is, and how easy to
    make a mistake, I never recommended attempting this at the end of a high
    Shield Thugs: These are most likely the toughest enemy class in the game. A
    thug with a shield is immune to nearly all sources of attack, and they have an
    unblockable attack, as well as an unblockable charge. If taken out (Instant
    Takedown or any other means), the Shield remains in play. These are your
    number 1 priority for Disarm and Destroy. If there is ever a shield in play,
    you should destroy it at the first opportunity. They are also vulnerable to a
    few other techniques. If you are using the Redirect/Critical Strike technique,
    you can hit a Shield Thug as long as you hit them with a shot from the REC
    first. So it becomes a Redirect/REC/Critical Strike combination. Keep in
    mind that they will only let you hit them once. If you try for a second
    attack, they will get their shield back into place and you will hit it,
    counting as a failed move. This can be used to make Shield Thugs relatively
    harmless, but it's still best to destroy the Shield when possible. Aerial
    Attack can also be used against them, and will cause them to drop their shield.
    More often than not, in Challenge Mode this will just result in another enemy
    picking it up (and likely cause you to take a hit during Aerial Attack). That
    approach is not recommended. Ultra Stun and Beat Down do not affect Shield
    Armored Thugs: Similar to Shield Thugs, Armored Thugs cannot drop their armor,
    and therefore are not vulnerable to Disarm and Destroy. These guys should be
    your second priority (first if there are no Shield Thugs present) for
    disposal, but you will have to use Instant Takedown instead of Disarm and
    Destroy. Armored Thugs are also vulnerable to the REC, and it will cause them
    to be blown back into other enemies and fall to the ground. Armored Thugs are
    also vulnerable to both Ultra Stun and Beat Down, but not Aerial Attack. If you
    have to dispose of an Armored Thug and do not have a Special Combo available,
    the recommended tactic is Ultra Stun/Ground Takedown. If there are too many
    enemies to manage this, simply freeze them with a Freeze Grenade and get back
    to them later.
    Projectile Thugs: When a projectile has been flagged, Unarmed Thugs will go to
    throw them at Batman. These can be handled easily handled with a Batarang
    before they are thrown, or any of the other gadgets for that matter. They can
    also now be countered, allowing Batman to throw the projectile back to the
    enemy who threw it, or at another nearby enemy. They can also be handled with
    Disarm and Destroy, but this is not recommended if there are higher-priority
    targets (though it will sometimes happen by accident). 
    While here, I'll mention a note about Campaign Mode Gun Thugs, since it's
    related to how projectiles work. When the gun boxes are flagged for combat via
    the Dangerous Zones campaign modifier, enemies can only pull one gun from the
    box for the entire challenge. This means if you Dispose and Destroy of the guns
    in Round 1, they will not be present for the remainder of the fight. This is
    recommended, since the bulk of your points will come from round 3 and 4, and
    you do not wish to be shot mid-combo. 
    Ninjas: These are interesting enemies. They have a mix of both Knife-style
    attacks (which must be Knife Evaded), and regular attacks (which can be
    Countered normally). Their combos are much faster than regular Knife Thugs,
    and attempting a Knife Evade or Knife Evade Takedown is even less recommended
    here. Normally Ninjas will not allow themselves to be hit by any of Batman's
    gadgets. When you attempt to gadget them, they will drop a small smoke cloud
    and dodge out of the attack's way. They can actually do this with any attack,
    including regular Strikes. The important thing is to not panic when this
    happens. A Ninja evading Batman's attack does not count as a failed move. As
    long as you stay calm and don't let it shake you by thinking it broke your
    combo, you can proceed back into your Strike chain. Ninjas also cannot knocked
    to the ground. Even if you perform an Ultra Stun on them, they will leap back
    to their feet immediately. This means that a Ninja can never have Ground
    Takedown used against them (this can be important to remember near the end of
    fights). Ninjas should be handled the same way as normal thugs, meaning
    Redirect over them and then Critical Strike, and Instant Takedown once
    available. This tactic actually works for the gadgets, as well. After either a
    Redirect over a Ninja's back, or a single Cape Stun (not an Ultra, they
    auto-recover from it), you can tag them with one of Batman's gadgets. Using the
    Freeze Grenade or REC is one of the few ways to stun them for an extended
    period of time (but still does not allow for Ground Takedowns).
    Lieutenants: A new addition to the game, these guys are excellent for farming
    points. Like Titans, their attacks can hurt Batman through any i-frames,
    including Instant Takedown, so be wary of that. Whenever a Lieutenant is on the
    field they are your number 1 priority. This is not a problem, because they are
    so easy to kill. Simply build up a 5x combo through any means, approach the
    Lieutenant, Redirect over them to their back, pause for about a half second (to
    reset Batman's behavior a bit), and then use Bat Swarm. Now turn and
    immediately begin rapid-tapping [] against the stunned Lieutenant. If another
    enemy approaches, Counter the incoming attack. The combo Batman uses on
    Lieutenants is the same as the Beat Down combo, and can be safely countered out
    of at any point. As soon as your combo meter turns yellow, activate Bat Swarm
    again. Repeat until dead. This will build up a 50+ hit combo without breaking a
    sweat, even in the fights where there are also Titans involved, followed by a
    50x modifier Lieutenant Takedown. If the enemies are not being particularly
    aggressive you can try to go beyond the simple 5-hit combo here, but be
    careful. At a certain point, the Lieutenant does some move that causes Batman
    to be knocked back, resulting in an auto-fail. For safety's sake, even if you
    are not using Bat Swarm when your meter turns yellow, then you should
    absolutely use it once it turns red for Freeflow Focus. 
    Titans: Titans have been touched up a bit for this game. Their attacks remain
    approximately the same as Arkham Asylum, but the method for handling them has
    been changed completely. Titans will still charge from time to time, but you
    can no longer use a Batarang to stun them into losing control. This is
    compensated for by the fact that the charge is not as accurate as it once was
    (the Titan will not adjust its path if you dodge out of the way), and it does
    not have the same distance (they will often stop after just a few steps).
    Titans can be handled by Redirect/Critical Strikes, like any enemy, but they
    are best handled with Ultra Stun followed by a quick 8-hit combo. In order to
    easily set this up, like with Lieutenant, I recommended preceding it with a
    Bat Swarm. Bat Swarm to stun the Titan and any surrounding enemies, Ultra
    Stun, and then attempt to combo the Titan with Critical Strikes while
    Countering any incoming blows. This is pretty easy, and allows you to go into
    a Rodeo. While riding the Titan, you can steer it into enemies for Rodeo
    Strikes. These do a lot more damage in this game, it seems, and will quickly
    clear out a battlefield. I don't recommend doing this, as it does not seem to
    be an optimal way to score. Instead, after you've gotten 5 hits with the Titan
    (you want to refill your Special Combo counter), start mashing the () button
    until Batman disembarks. The Titan Shockwave will keep knocking down nearby
    enemies without doing much harm. However, its hits do not count toward your
    Special Combo meter, so it should not be used until you have a yellow meter,
    as I said. 
    -Story Mode Enemies-
    These are enemies who you will only see in Story Mode. The bosses in this game
    have a surprisingly liberal checkpoint system, with Batman returning at full
    health if he dies. This mainly makes beating each of the bosses more of a
    matter of patience and trial and error than actual strategy. The exceptions to
    this rule are Joker and Mister Freeze, who have no checkpoints.
    For the purposes of this guide, all of these bosses were beaten on Hard Mode
    with no health upgrades, so overall I would say they are not particularly
    challenging. Still, I will endeavor to write up what little strategies I can
    for them.
    If it's not completely obvious, this section will contain some minor spoiler
    material, so if you do not wish see this material, skip to shortcut tag XB. I
    have left a large whitespace buffer on each side of this section for your
    [ Spoiler whitespace buffer - Story Mode spoilers below this block ]
    Solomon Grundy (want pants): 
    The reanimated corpse of Cyrus Gold is a much easier starting boss than Bane
    was in Arkham Asylum. This battle is entirely about using Combat Explosive Gels
    on the three electric panels on the ground. You can lay one on a panel at any
    time, and then run around the room watching to see when the panels are open
    (they are all in unison), and then detonate it. For the first round they are
    always open. This round should be done quickly without taking any damage. When
    lightning is flowing from the panels to Grundy, make sure to avoid it. When
    Grundy falls to his knees, run to him and hammer [] rapidly. Batman will do an
    auto-combo and end the round. 
    For the second round the panels will start opening and closing, spending most
    of the time closed. Additionally, Grundy will summon flaming maggots to
    attack you along the ground. These can actually do decent damage, so I
    recommend a quick series of rapid-fire Batarangs to take them out. Just keep
    evading Grundy's attacks (they're slow and very poor), and take out the panels
    when open. Auto-combo Grundy again to end the wave.
    Upon reaching Wave 3, you get a checkpoint. 
    Grundy is now tied to the far wall, and attacks from there. He will still
    throw maggots, and they should be dispatched swiftly. He may deal extra damage
    in this round, but otherwise I found him uneventful. 
    Wave 4 is actually the Penguin. He will be firing rockets at you. Just Evade
    your way around the room in a strafing pattern to reach him, then perform
    another auto-combo to win. 
    Ra's Al Ghul (the Demon's Head): 
    The first wave of Ra's is a battle of several sand soldiers. One of them will
    periodically turn into Ra's to do a special attack against you. This may tempt
    you to attempt to single that soldier out, but don't bother. The goal here is
    to simply kill all of the sand soldiers, so just treat it like you would any
    other fight, with Redirects and Critical Strikes. I recommend using Instant
    Takedown at every opportunity it is available to speed things along. 
    The second wave Ra's summons a giant sand golem to fight you. Ra's himself is
    hovering in the air a few feet in front of the golem, and he is your target.
    You must use the REC to deal damage to him. There are a few small walls of sand
    soldiers moving around the golem, and when these are in front of Ra's you will
    not be able to hurt him. The best strategy here is to get as far away from the
    golem as possible, all the way out to the edge of the combat zone. This gives
    you the most time to react to the incoming attacks. Stand back there and
    rapid-fire stubbornly with the REC, dodging out of the way of incoming attacks
    from time to time when necessary. You should easily blow through this wave.
    After finishing this, you will go into a brief scene where you must Counter an
    onslaught from Ra's by rapid-firing /\. 
    Richard Hinckley wrote in to point out that you do not necessarily need to mash
    counter indefinitely on this section. There are 20 ninjas here, and technically
    you only need to hit counter 20 times. This can easily be monitored in a normal
    run of the game, because each sand ninja has a counter indicator over their 
    head. Each time you hit counter, one will disappear. When they are all gone, 
    you can stop. However, as the indicators will be removed on New Game+, this 
    will not work, and you'll either have to play it by ear, or just mash /\ 
    repeatedly, as before. 
    For the third wave a massive wall of ninjas will be jumping onto your back.
    This is another rapid-fire counter section, so just mash /\ until they're
    blown off. If you're careful with your timing, you can stop mashing the button
    as soon as Batman counters, and preserve a 20-hit combo here. From here's it's
    simply a matter of killing the 20 ninjas. Like with wave 1, Critical Strikes,
    Redirects, and Instant Takedown make quick work of this. 
    The fourth wave is a remix of the second wave, but it's much harder now. Ra's
    has a solid wall of sand soldiers circling him, with only a narrow opening
    about the width of 3 of them at one point in the wall. Your tactic remains
    unchanged (get out to the edge of the battlefield, rapid-fire REC, dodge
    incoming attacks), but it's a bit more frustrating to get in the damage you
    need to end the fight. The golem is more aggressive now, which will result in
    more dodging, and you have less openings for dealing damage any way. Whenever
    you see the opening in the wall appear I recommend rapid-firing the REC
    regardless, and just taking a hit or two if you have to. It may take you a
    couple of attempts to beat this wave, but it has a checkpoint, so it's not a
    big deal. This wave ends with another rapid-fire Counter sequence, followed
    immediately by a Beat Down sequence (mash []). 
    Mister Freeze (Ice to see you!): 
    This is a great fight. Victor is the first true stealth boss of the series
    (unless you consider shining the Light of Your Mind(tm) at Scarecrow as a
    boss), and he's a thrilling experience. 
    Since this isn't a true combat battle, I'm not going to go into much detail
    here. It takes 8 Takedown Tactics to defeat Fries. I may not have a 
    comprehensive list, but I've listed the 11 easiest methods I've found. 
    After each one of these you must perform a combo on Fries to do damage to 
    him. Once you use any of these techniques, Fries does something to 
    permanently disable that move for the rest of the fight. When he throws his
    drones out, they can be taken out with batarangs. 
    On New Game+, I believe, Fries will actually disable your Detective Mode if 
    you use it for too long. This can add an extra layer of complication to the
    fight, so it's best to try to reserve Detective Mode usage as much as 
    possible against him, in case you get into a mess where you need it (like
    being in the grates and needing to know if he's nearby so you can come out).
    Silent Takedown - simply walk up behind him and press /\
    Window Takedown - Lure him over to one of the windows (he follows your
    footprints), crouch on the other side of it, and hit /\
    Grate Takedown - Takedown from inside of one of the grate areas. 
    Drop Attack (from railing) or Ledge Takedown - You can only do one of these,
    as Fries will then disable all of the ledges in the room.
    Electromagnets - If you fire the REC at one of these it will pull Fries into
    it, giving you a chance to combo him after he falls. 
    Explode wall - Roughly the same as a window takedown, just use Explosive Gel
    to trap a wall, then walk away. Fries will follow your footsteps and go to
    it, then detonate the wall into him. 
    Ceiling Takedown - This one is a little trickier to pull off. There's a
    ceiling on the side of the room that Batman starts that can be used to drop
    into Fries. However, you can't get him to walk under it normally. First, you
    have to destroy the breakable wall (right side of the room in the direction
    Batman is first facing) under the platform. They you can walk all the way
    across the area here, and make Fries take a path that will allow you to
    ceiling takedown him.
    Disrupter - If you use the Disrupter on Fries, it will automatically drop him
    and set him up for an easy takedown. 
    Electrified Floor - There's a puddle of water in the area to the left of where
    Batman starts, on the bottom-most level. If you lure Fries over into this 
    area, there's an attached switch nearby that you can hit with a batarang. This
    will eletrify the floor and bring Fries to the ground, similar to how the 
    Electromagnets work. 
    Glide Kick - This is seriously awesome, and you need to perform it at least 
    once, just to see it. From the top of one of the railings, try to set up a 
    Glide Kick against Fries. You'll want to do this before you've done a 
    Drop Attack or Ledge Takedown, so that the railing isn't frozen. The reason 
    this takedown is so awesome is that Fries' counter is to freeze the air 
    itself, and this effect gives Batman an awesome blue half-frozen cape. 
    Zipline Takedown - I was seriously running out of ideas when I tried this one.
    If you just fire the zipline across a doorway right as Fries is walking out
    of it, you can zipline into him, and it will knock him to the ground. 
    Joker (The Clown Prince of Crime): 
    Joker's less of a boss, and more of an epic battle. This is the only Story
    Mode battle that is on par with the hardest of the Challenge Mode rounds. 
    This battle will consist of a large number of assorted enemies, 1 Lieutenant,
    and 1 Titan. The Lieutenant spawns fairly early into the fight, and should be
    dispatched immediately (standard Lieutenant tactic as described in the Combat
    Enemies section). After dealing with the Lieutenant you'll have some time
    before the Titan spawns. Use this time to get off as many Disarm and
    Destroys as you can. 
    The Titan can be a bit harder to deal with in this group, and you may catch
    yourself dying on him a time or two. Your best bet here is to Ultra Stun him,
    punch him once, then Redirect over him, and then continue a chain of Redirects
    and Critical Strikes into him. The Titan is large enough that a Redirect over
    him will generally keep moving Batman enough to prevent incoming attacks from
    being a problem. When you're on the Titan, make full use of the time, using as
    many Rodeo Strikes as you can. Don't worry about using any of the Titan special
    attacks, they will just reduce your ride time too much to be worth it. Once the
    Titan is taken down, switch to Criticals/Redirect/Instant Takedowns to finish
    things off. 
    Aside from this just being a standard--if difficult--battle, there are two
    extra factors that you must keep track of. One is the trains that come through
    the room periodically. As long as you stick to the middle area of the room you
    will usually be safe, but it's extremely easy to forget about the tracks and
    Redirect onto them just in time to take a hit. Just be mindful of this, and
    you should be fine. 
    The other factor is Joker himself. Joker is mostly harmless. He's nothing more
    than an standard thug, with invincibility. You can disarm him, knock him to
    the ground, all normally. For the most part he shouldn't cause you much
    distress, and can be safely ignored. Just try not to focus on him, as any
    attacks made against him are wasted. Once all of the other enemies are killed,
    Joker will die in a single hit. If you attempt to Instant Takedown Joker he
    will simply knock you aside (tougher than he looks?), but the game will not
    deduct the move from your pool and you can attempt to use it on another thug,
    as long as you do not panic and fail-out of your current combo. If for any
    reason Joker is causing you a significant headache, you can simply Freeze
    Grenade him and keep him out of the main fight.
    Clayface (or, the big twist ending!)
    The tactic for Basil Karlo is not dissimilar to the one for Ra's. Get away from
    him, keep your distance, Evade the attacks as they come in (Batman can roll
    over the sweeping scythe attack), and just fire off constant Freeze Grenades as
    fast as your fingers can tap R2. This serves two purposes. The Freeze Grenades
    not only do damage to him, but they also slow him down, making all of his
    attacks easier to evade. In fact, even when you're dodge-rolling through his
    attacks, you should attempt to continue lobbing in Freeze Grenades to keep him
    slowed, for defensive purposes. 
    One difference in this fight is that you're actually going to want to fight
    in the corners of the room. These corners are trapped with explosives, and when
    Clayface does the move where he turns into a large ball and charges you they'll
    detonate. You may take a hit for doing this, but it's worth it, as the
    explosions cause massive damage to him. Even with no health upgrades on hard, I
    found the damage from his attacks to be underwhelming. After finishing his
    health bar you'll need to charge him to execute the round-finishing cutscene by
    taking the sword from his back. 
    In Round 2 he adds a move where he spins around, throwing mud across the
    chamber. This is actually a pretty inconvenient attack, and I haven't found a
    foolproof way to avoid damage from it. Just Evade around the room and try to
    find an area where he's firing the fewest mudballs, and do what you can. Aside
    from that he's roughly unchanged from Round 1, other than being a bit more
    aggressive with some of his attacks. 
    Round 3 is entirely different from the previous two rounds, but all in all
    probably less difficult. This is a battle with a large group of mud-creatures.
    This is similar to the Sand Soldiers you had to fight during the Ra's battle.
    The difference here is that Batman now has a sword, and all of the enemies go
    down in one hit, including Counters. This is really more fun than anything
    else, but it's not productive. The purpose of this round is still to damage
    Clayface. While you're killing his soldiers he will periodically rematerialize
    from the puddle in the muddle of the room and attempt to attack you. Throw a
    Freeze Grenade or two at him here and he'll freeze up, giving you an
    opportunity to go over and hit him with the sword. After a few of these,
    Batman will finish the battle. 
    Mad Hatter (O frabjous day! Callooh! Callay!)
    Jervis Tetch isn't much of a fight, but it is technically a combat section, so
    I figured I'd touch on it here. This battle will keep spawning enemies
    indefinitely, so you need to keep your eye on the outskirts of the
    battlefield. Hatter himself will periodically spawn out there and start
    charging an attack. When he does, you need to move over to him and use a
    Critical Strike on him. After a few of these, the battle will end. 
    [ Spoiler whitespace buffer - Story Mode spoilers above this block ]
    [XB]. Section B: Riddler's Revenge
    ---[CG1] - Combat Challenges---
    These are not nearly as difficult as they were in Arkham Asylum. The additions
    of Disarm and Destroy, Freeze Grenades, Ultra Stun, and Bat Swarm allow you to
    retain full control of the combat in nearly any situation, meaning you are
    far less likely to ever lose combo. After mitigating dangers are removed,
    nearly every round of the combat challenges can be done with a single
    Redirect/Critical Strike chain with ease. With the extremely stacked Round 4's
    in each challenge, this will generally result in beating the 3-star score by
    dramatic margins. 
    The Combat Challenges are also conceptually simpler than they were in Arkham
    Asylum. None of them are timed, none of them have trapped instant-death
    floors, and none of them have guns in play, even on Extreme. For this reason,
    most of my advice for each challenge is going to be widely the same, and
    basically involves reading my write-up in shortcut PT1. Remember, ending
    battles with long combo chains, and Ultra Stun + Ground Takedown is
    overwhelmingly effective. Overall, I'd say there are just way too many points
    for the challenges in this game. 
    Still, in this section I will attempt to point out strategic differences where
    they exist. 
    A couple of notes about how I summarize the rounds. The first number will be
    the number of standard thugs in play. This number includes all thugs
    regardless of their equipment, except for Armored Thugs. All Armored Thugs,
    Ninjas, Lieutenants, or Titans will be noted after the regular thug count.
    After all enemy counts have been given, I will the enumerate the weapons that
    are introduced into the field on this round. This will not include counts for
    weapons that existed in previous rounds. 
    I will generally assume that projectiles are always in play. Rather than
    noting when they are, I will instead note when they are not. 
    Blind Justice - 6000, 12000, 24000
     R1: 3 Thugs; projectiles disallowed
     R2: 5 Thugs; projectiles disallowed
     R3: 8 Thugs
     R4: 10 Thugs
    Blind Justice is one of the hardest challenges to consistently get the 3 Star
    on, believe it or not. You can still achieve it with a simple Redirect/Critical
    Strike tactic, but you'll only break the wall by 10000 or so points. This means
    that if you're not executing perfectly, just a few mistakes can knock you below
    the line. 
    This makes Blind Justice easy in Challenge Mode, but it can actually be a
    nuisance in Campaign Mode, where you want to 3-star it first time, every time.
    To that end, I actually recommend approach Blind Justice with a variation
    approach. More on this can be read in my Combat Method 1 under section PT1.
    A 5 Gadget Variation Bonus and a 7 Varation Bonus will net 4000 bonus points
    per round, or 16000 overall. This leaves just 8000 to clean up for the 3-star.
    Assuming at least a couple of long-combo chains, you should easily be able to
    make that up. 
    Survival of the Fittest - 8000, 16000, 32000
     R1: 4 Thugs; projectiles disallowed
     R2: 9 Thugs; 1 Knife 
     R3: 14 Thugs; 2 Knives
     R4: 20 Thugs
    Remember what I said about challenges having way too many points in this game?
    This challenge is the poster child for that. The final 3 star cutoff is a
    meager 30000 points, and you can break 80000 points with your Base Score in
    Round 4 alone. 
    The only noteworthy thing to take away here is to Disarm and Destroy the knife
    that is introduced in Round 2, and then the two that are added for Round 3. If
    there are no knives available for Round 4, you should effortlessly be able to
    3 star this challenge with your Round 4 score alone. If for some reason you're
    struggling to hold combo, remember that using 5 gadgets at the beginning of
    each round will add 8000 points.
    Rooftop Rumble - 8000, 16000, 32000
     R1: 6 Thugs; 2 Knives
     R2: 7 Thugs, 1 Armored Thug
     R3: 14 Thugs; 1 Knife
     R4: 10 Thugs, 2 Armored Thugs
    This battle has more variety than anything you've faced so far, but it
    shouldn't be much of a problem. In Round 1 your main priority is going to be
    destroying the two knives that are in play to keep them from adding up into
    later rounds. In Round 2, you're going to want to build quickly up to a
    Special Combo, and use Instant Takedown on the Armored Thug. Batman is very
    insistent about this, and he will actually go pretty far out of his way to get
    an Armored Thug with Instant Takedown, even knocking other thugs aside to get
    to him. So just point Batman in the general direction of an Armored Thug,
    activate Instant Takedown, and he'll do the rest. If you have a hard time
    taking out the Armored Thugs and keep losing combo, make sure to do all 5
    gadgets and some variations to make up the points.
    There's also a knife that can be removed in Round 3, but it's not as much of a
    threat now, as it's the last knife that will be introduced for the battle.
    Round 3 is actually your big score-farming round for this challenge. It's the
    most thugs of any of the rounds, and none of them have special defenses. Your
    goal here should be to finish the entire fight in one combo, don't worry about
    variations. Do constant Redirect/Critical Strike, activate Instant Takedown
    when available, and make certain to finish at least the last enemy with Ultra
    Stun/Ground Takedown (I recommend the last 2 to 3, however).
    Hell's Gate - 8000, 16000, 32000
     R1: 3 Ninjas (kick back!)
     R2: 10 Thugs, 1 Armored Thug
     R3: 7 Thugs, 3 Ninjas
     R4: 7 Thugs, 1 Armored Thug, 6 Ninjas (late spawn)
    This challenge introduces ninjas to Challenge Mode. I am genuinely uncertain
    if ninjas are actually meant to be an additional threat in this game, but to
    me they just come off as another unimportant thug. As long as you stick to
    Redirect/Critical Strike on them for every attack, their presence should make
    no real difference in your tactics here. Ninjas cannot be disarmed, and do not
    drop their weapons, so don't worry about Disarm and Destroy. 
    Rounds 2 and 4 have an Armored Thug, so once again your priority there will be
    a swift Instant Takedown. 
    Round 4 has a peculiar mechanic where, once the battlefield has been reduced
    to a certain number of enemies, a fresh wave of Ninjas spawn. This may spook
    you, but just be prepared for it, don't lose your combo, and treat them like
    you do the other thugs. 
    One minor inconvenience with this challenge is that, because of the addition
    of Ninjas, it be difficult to end a massive combo with a Ground Takedown for
    the boatload of points it's worth. Ninjas are immune to Ultra Stun and Ground
    Takedown. To that end, in Round 4 I recommend keeping a couple of thugs alive
    until the end of the fight, and focus on dispatching the ninjas with
    Criticals/Instant Takedown. When the Ninjas are all gone, use Ultra
    Stun/Ground Takedown on the remaining thugs as you always would.
    Funhouse Brawl - 15000, 30000, 60000
     R1: 5 Thugs; 1 Shield
     R2: 9 Thugs, 1 Armored Thug; 2 Knives
     R3: 12 Thugs, 2 Armored Thugs
     R4: 21 Thugs, 1 Lieutenant; 1 Shield
    This is an interesting challenge, with a lot of variety in it, but it's
    another challenge that suffers from "way too many points available" syndrome.
    It has a slightly higher cutoff than some of the others, but it's still easy
    to shatter that cutoff by more than 100000 points. 
    The first wave is your first exposure to a shield in Challenge Mode. Disarm
    and Destroy it. This is your only priority for this wave. You do not want to
    leave the shield floating around as a nuisance for the rest of the challenge,
    and you certainly don't want it mixing in with the other shield in Round 4. 
    There's a bit more to do in Round 2. The Armored Thug should be your first
    priority, via Instant Takedown. After this there are two knives that can be
    disposed of with Disarm and Destroy. I recommend knocking out at least one of
    these for variation purposes, but aside from that, they're not particularly
    dangerous to leave around. 
    Round 3 isn't much different from Round 2, except that you have 2 Armored
    Thugs here. if for some reason you're having trouble distinguishing the
    Armored Thugs from the regular thugs, remember that Detective Mode makes it
    much easier to tell. I will often do a fight in Detective Mode until I have
    disposed of all yellow or orange items on the screen, and then switch back to
    regular vision. 
    There's a Lieutenant in Round 4. He is worth an absolutely vulgar amount of
    points. You can read more on Lieutenants in my enemy write-ups in EN1, but
    overall the strategy is to build up to a Special Combo on regular thugs, move
    to the Lieutenant, Bat Swarm, punch Lieutenant until Special Combo activates
    again (it goes fast), Bat Swarm, repeat until death. Even allowing for
    mistakes, you'll usually come out of this ordeal with a good 20-30 hit combo,
    and from there should go immediately into a Disarm and Destroy on the new
    shield. After that, it's just Critical Strikes and Instant Takedowns for
    massive points all the way home.
    Prison Riot - 8000, 16000, 32000
     R1: 6 Thugs; 1 Stun Rod, projectiles disallowed
     R2: 8 Thugs; 1 Knife, 1 Shield
     R3: 8 Thugs, 1 Armored Thug
     R4: 10 Thugs, 2 Armored Thugs; 1 Shield, 1 Stun Rod, 1 Knife
    The first appearance of Stun Rods in Challenge mode, this challenge doesn't
    have the total over-abundance of enemies several of the others do. It also has
    the highest number of enemies who can cause an attack to fail you've
    encountered thus far. If you're not attentive, by Round 4 you can have 2
    Shields, 2 Stun Rods, and 2 Armored Thugs in play. This will create a scenario
    where there are only 4 enemies on the screen you can attack regularly. 
    So let's avoid that. In Round 1, Disarm and Destroy the Stun Rod. In Round 2,
    Disarm and Destroy the Shield, and preferably the Knife as well. 
    There's nothing to destroy in Round 3, but you will have an Armored Thug to
    deal with. You can either Instant Takedown him, as always, but if you're
    looking for some spice in your life, remember that hitting an Armored Thug
    with the REC first will allow you to combo them regularly, if that's really
    what your heart desires. 
    In Round 4 you're going to want to take out the Shield immediately. Leaving
    the single last Stun Rod available isn't a big deal if you want, since it's
    easy to track out of the corner of your eye and not accidentally attack it.
    Other than that you'll be using Instant Takedown on the Armored enemies, and
    proceeding as always.
    Since this challenge is a little lighter on thugs than some of the others, you
    may wish to use all 5 gadgets at the beginning of every round, to stack up
    that free 8000 bonus points. I also recommend mixing in a few other moves for
    the variation bonus. Remember, by default you're going to be using Strike,
    Evade, Counter (likely. if not, it's easy to work in), Instant Takedown, and
    Disarm and Destroy just to get through these rounds. Throwing out a Batarang
    and activating Bat Swarm at least once are both incredibly safe, with very
    little risky, and just adding in the two of those will grab you an extra 1500
    points per round (7 variation bonus vs. 5) Add that to your 8000 for gadgets,
    and you've easily squeezed in an extra 14000 points. If you want more, add an
    Ultra Stun. But beyond this everything's really gravy, and holding combos and
    using high-end Instant Takedowns should get you the remainder without trouble.
    Blind Justice (Extreme) - 8000, 16000, 32000
     R1: 4 Thugs; 1 Knife
     R2: 5 Thugs, 1 Armored Thug
     R3: 9 Thugs, 1 Armored Thug; 1 Knife
     R4: 10 Thugs, 2 Armored Thugs
    There's not a lot for me to elaborate for this challenge. If you've read up
    to this point, you're well aware of what to do. Disarm and Destroy the Knife
    in Round 1, Instant Takedown the Armored Thug in Round 2. Instant Takedown the
    Armored Thug in Round 3 then Disarm and Destroy the Knife. Instant Takedown
    both of the Armored Thugs in Round 4 (use Detective Mode for easier tracking),
    building large Critical Strike combos, end battle with Ultra Stun/Ground
    Takedown. Like the previous challenge, this is a challenge fairly light on
    enemies, so remember to start every wave by firing off all 5 gadgets. 
    Survival of the Fittest (Extreme) - 15000, 30000, 60000
     R1: 4 Thugs, 1 Armored Thug
     R2: 9 Thugs, 1 Titan; 1 Knife
     R3: 14 Thugs, 1 Armored Thug; 2 knives
     R4: 20 Thugs, 1 Titan
    In Round 1, use Instant Takedown to dispose of the Armored Thug (seeing a
    pattern yet?)
    In Round 2 you'll get your first Challenge Mode Titan. These guys aren't quite
    as easy or rewarding as Lieutenants were. There's a more detailed write-up in
    the enemy section of the guide (EN1), but the strategy is basically to use Bat
    Swarm (to stop the other enemies), then Ultra Stun the Titan, then combo him
    vigorously. As the other enemies recover from Bat Swarm you should switch to
    Redirects/Criticals against the Titan from both sides, for safety purposes,
    until another Bat Swarm is available. 
    Remember not to let Rodeo Strike kill too many of the other thugs. It does
    huge damage, and will eat through them rapidly. Just build up to a Special
    Combo with Rodeo Strikes, and then mash () until the ride ends. 
    After finishing the Titan Disarm and Destroy the knife. There's more coming,
    and you don't need too many of them to stack up. Otherwise proceed with
    farming this round for points as always. 
    Round 3 is really the round for making the bulk of this challenge's points in.
    There's a single Armored Thug who needs to be dispatched with Instant
    Takedown, but beyond that all of the enemies can be attacked easily, and there
    are 14 of them. This should give you plenty of leeway to net a minimum of
    25000 points here, and allow you to go into Round 4 already very close to the
    3 star cutoff. Before this wave ends, I recommend taking out all knives that
    are still in play. There's no need to let them stack up with the Titan in
    Round 4. 
    Round 4 is basically the same as Round 2, but with more thugs. For the most
    part this shouldn't make much of a difference for you, but it can make it
    tricky to pull off a perfect Bat Swarm and stun the entire room. You'll likely
    find yourself having to Counter out of the combos you're performing on the
    Titan, but it shouldn't matter. If you took out the knives in Round 3 every
    incoming attack can be easily countered, and then afterward you can switch
    quickly back to attacking the Titan until the ride begins. Once the Titan is
    down go back to Instant Takedowns as frequently as possible. As long as you
    did well in Round 3 then even with a poor performance here, you should find
    yourself leaving this round with the 3 star in the bag. 
    Rooftop Rumble (Extreme) - 10000, 20000, 40000
     R1: 7 Thugs; 2 Knives, 1 Shield
     R2: 7 Thugs, 3 Ninjas, 1 Armored Thug
     R3: 15 Thugs; 1 Shield, 1 Knife
     R4: 10 Thugs, 2 Armored Thugs, 1 Lieutenant, 5 Ninjas (late spawns) 
    This is another challenge where you'll be safely milking Round 3 instead of
    Round 4. The cutoff's lower than the previous, and it has a Lieutenant instead
    of a Titan, meaning you should be absolutely overwhelmed with points. 
    In Round 1 make sure to Disarm and Destroy the shield and at least one of the
    Knives. In Round 2, prioritize the Armored Thug. Remember, Ninjas should be
    treated no different than any other enemy (Redirect, Critical Strike), so pay
    them no mind. Do, however, try to take them out before the last 1-2 thugs, so
    you can use Ultra Stun/Ground Takedown as a finisher.
    In Round 3 Disarm and Destroy the new shield. You can take or leave whatever
    knives are remaining, whatever you feel is best. Try to complete all of Round
    3 as one Flawless Freeflow combo and end with at least one Ground Takedown. 
    The usual Lieutenant tactics apply in Round 4. He should still be your first
    target (he can attack through i-frames, so should never be left alone). Build
    a Special Combo Bat Swarm on regular enemies then go for him. The Armored
    Thugs and Ninjas are effect by Bat Swarm same as everything else, so you
    should be fine for juggling the Lieutenant. After he's finished immediately
    use an Instant Takedown on one of the Armored Thugs. Build back up to a combo
    with Redirects and Critical, Instants Takedown the other Armored Thug, then
    proceed as normal. 
    Hell's Gate (Extreme) - 12000, 24000, 48000
     R1: 8 Thugs, 3 Ninjas
     R2: 13 Thugs; 1 Armored Thug, 1 Shield, 1 Stun Rod
     R3: 8 Thugs, 3 Ninjas; 1 Shield
     R4: 11 Thugs, 2 Armored Thugs, 6 Ninjas (late spawn); 1 Stun Rod
    There's really nothing special to note here. This challenge is essentially the
    same as the regular Hell's Gate way. The cutoff is a bit higher, there's a few
    Armored Thugs added, and some new weapons. 
    As always, your priority is Disarm and Destroy. This challenge will require a
    lot of it. There's a Shield in Rounds 2 and 3 that need to be removed, and a
    Stun Rod in Round 2 (you can leave the one in Round 4 if you want). As long as
    you're using Redirect liberally the Ninjas can be ignored for the most part,
    and should pose little problem. 
    The 48000 cutoff here is high enough that variations aren't going to get you
    there on their own, so this challenge will definitely require at least 1 or 2
    good Critical Strike combo chains. If you're struggling to get to the end of
    the battle and end the fight with Ground Takedowns, then remember that you
    only need to perform 3 Critical Strikes between every Instant Takedown. Once
    Batman has built up enough combo, his Critical Strikes will kill enemies
    frequently, and they aren't worth as many points as an Instant Takedown. It
    seems like it would be a better idea to leave enemies alive to punch them
    more, but in practice that's not the way it has worked out for me. Rely on
    Instant Takedown for your points. 
    Bat Swarm can also be worth substantial points here, particularly in Round 4.
    There's 19 enemies total here, which basically means that each time you use
    Bat Swarm it has a 190x (10 x 19) multiplier. Even once you've whittled the
    field down to 10 enemies, this still makes it the highest-multiplier move in
    the game, and since it causes little damage it can be abused. 
    Funhouse Brawl (Extreme) - 15000, 30000, 60000
     R1: 6 Thugs; 1 Stun Rod, 1 Shield 
     R2: 8 Thugs, 1 Armored Thug, 1 Lieutentant, 1 Titan; 2 Knives
     R3: 15 Thugs, 2 Armored Thug; 1 Stun Rod 
     R4: 15 Thugs, 1 Lieutenant, 2 Titan; 1 Shield
    This is probably the hardest of the Combat Challenges. In Round 1 you're going
    to want to Disarm and Destroy the Shield and Stun Rod so they don't stack with
    later rounds. Both of these need to be destroyed, because they will stack with
    the Titan in Round 2. Since these are non-counterable attacks, they can make a
    real problem. 
    Round 2 is a little nasty. Right off the bat you've got a Titan and a
    Lieutenant to deal with, so this can seem extremely intimidating. Your first
    goal should be to get a quick 5x multiplier, and then Redirect around the
    battlefield until you get the Titan and Lieutenant gathered close together
    (shouldn't take long, usually they're both in the same place anyway). Then do
    a Redirect over the Lieutenant and activate Bat Swarm. Even with the Titan's
    involvement, you're going to want to take the Lieutenant out first, by the
    same method as always.
    Bat Swarm will effect a Titan about the same as everyone else. Titans also
    aren't terribly aggressive, and after coming out of Bat Swarm they'll usually
    take a while to decide if they want to attack you or not. During this debate
    period, you should have plenty of time to build a 5x combo on the Lieutenant,
    then get right back into another Bat Swarm. 
    After the Lieutenant goes down you've got a decision to make. The obvious
    choice here is to go straight for the Titan and handle him as you did in the
    regular Funhouse challenge. However, there are two Knife enemies present with
    this Titan. Knife enemies will prevent you from safely being able to Counter
    out of your Titan offense, which can result in some nasty beatings. Coming off
    the Lieutenant you should have a Special Combo charge built up, so I
    recommend doing an immediately Disarm and Destroy, building up a fresh
    combo, Disarm and Destroy, building up another combo, then moving to the
    Titan with a Bat Swarm. Ideally these would all be part of the same combo
    (if you pull this off that last Bat Swarm will be worth a ton of points), but
    that's not essential. The priority here is getting off the Special Combo moves,
    not making the points. After the knives are gone and you've got a Special Combo
    built up again, move straight to the Titan, Bat Swarm, Ultra Stun, and begin
    your beating. After the Titan dies take out the Armored Thug if he hasn't
    already been killed by Rodeo Strikes. 
    Round 2 isn't great for points. You should get a lot out of the Lieutenant
    kill regardless, but it's easy to take a lot of hits in this round and keep
    things broken up. Overall, you want to net about 10000 points in Round 1, and
    then 10000 points in Round 2. Mixing the five gadgets in should make this much
    more achievable, and also consider going for at least a 7x variation. If you've
    got 20000 points going into Round 3, you're in good shape. 
    Round 3 is where you're going to really need to make your points for this
    challenge. Assuming you've take out all of the previous equipment, you only
    have 1 Stun Rod and 2 Armored Thugs to deal with here. Fire off all of
    your gadgets immediately and knock that out of the way. Then start off with a
    Counter, use Redirects/Critical Strikes, Disarm and Destroy the Stun Rod (this
    is critical for Round 4), Instant Takedown the two Armored enemies, and you'll
    have a 5x variation. Toss out a Batarang, build up a combo for Bat Swarm and
    use it, then try to slip in an Ultra Stun, maybe even a Ground Takedown. Don't
    go for it if it's risky, though, try to save it until there's only 1-2 enemies
    left. The main goal here is to get to the end of the fight with a huge combo,
    preferably a Flawless Freeflow for this fight. There's 17 enemies total, so a
    lot of points to milk, but you need to out of here with 30000 points for the
    Round. Variations can net you 5000 of that easily, but the rest is going to
    have to be combo'd out. 
    If you can get the 30000 in Round 3, then you should be going into Round 4
    with 50000 of your 60000 points for the 3 star. This should mean that you have
    it safely in the bag. Which is good, because a lot can go wrong in Round 4. 
    Round 4 is approximately the same as Round 2, except there's an extra Titan
    and a Shield enemy added in. We're going to follow the same pattern before as
    far as starting the fight off. Build a quick 5x combo, go to the Lieutenant,
    Bat Swarm/combo him until he goes down. Coming off of the Lieutenant you'll
    have a Special Combo, so immediately Disarm and Destroy the shield. Again, you
    don't want non-counterable attacks on the field while trying to combo a Titan. 
    Unfortunately, you've got 2 Titans, so there are going to be non-counterable
    attacks on the field. We deal with this as best we can. When you Ultra Stun a
    Titan they'll stand harmlessly for a few seconds, usually as an opening so you
    can combo them. We're going to need to do this to both Titans, to buy us a
    decent opening. The best bet to start this is, of course, Bat Swarm. This will
    stun both Titans (and the rest of the enemies) just barely long enough for you
    to Ultra Stun one of the Titans. Then you have to immediately move to the
    other Titan and try to Ultra Stun him. This is going to be hard, because all
    of the enemies will have recovered from Bat Swarm, and you almost certainly
    will get hit. Just press through and try to get the Ultra Stun off. Once you
    do, start comboing one of the Titans. Ideally, you'd move back to the first
    Titan you Ultra Stunned and start with him (hopefully he's still in his dazed
    window). That will give you the full dazed window of the second Titan, minus
    counter time, to deal some damage. 
    Alternately, you can try to just Redirect/Critical Strike back and forth over
    one of the Titans, but this will often result in the other Titan smacking you. 
    Either way, eventually your goal is to get on top of the Titan. As in the
    previous game, one of the best ways to hurt Titans is with another Titan. So
    once you're on top of this Titan, guide him straight to the other, and do your
    best to make them hit each other as many times as possible during the ride. Do
    not use either of the special moves. They will shorten the time of your ride,
    and do not do enough damage to be worth it. While you're trying to weaken the
    Titan you should also be doing substantial Rodeo Strike damage to the other
    enemies on the screen, leveling the field a bit. 
    The ride will end and you should have another Bat Swarm built up, so use it
    again and repeat the process. With luck, it will only take 1 Rodeo ride to get
    both of the Titans down to low enough health that your next full combo against
    them will kill them. At any rate, from this point on the strategy of the
    battle remains widely unchanged, and it's just a matter of being able to
    execute it before you run out of health. For this reason, the 3-star for this
    challenge should be made in Rounds 1-3 (or at least most of it), and Round 4
    is about focusing on survival. 
    Prison Riot (Extreme) - 12000, 24000, 48000
     R1: 11 Thugs; 2 Knives, 2 Stun Rods
     R2: 12 Thugs, 3 Ninjas; 1 Shield, 1 Knife
     R3: 12 Thugs, 1 Armored Thug
     R4: 12 Thugs, 3 Armored Thug, 5 Ninjas (late spawn); 1 Stun Rod, 1 Knife, 1
    Looking at the list, I suppose this battle is meant to be a mix of all of the
    challenges you've encountered previously, excepting Lieutenants and Titans.
    Overall, it just comes across as a huge relief after Funhouse Brawl.
    Everything I've taught you up until now still applies here, and all works just
    fine. Disarm and Destroy all weapons in Rounds 1 and 2, and the Shield in
    Round 4. Instant Takedown the Armored Thugs in Rounds 3 and 4. There's a late
    Ninja spawn in Round 4, don't let it catch you off-guard, don't let it break
    your combo. Use all gadgets at the beginning of every round, try to get at
    least a 7x variation bonus evey round. Bat Swarm is worth major points in
    every round of this challenge, so feel free to use it every time your Special
    Combo builds up until you get down to 7 or so enemies. At that point Bat Swarm
    isn't worth enough more than Instant Takedown to continue using it, so I'd
    switch to Instants until you're ready to switch to Ground Takedowns (4 enemies
    or less). I believe that if you can get all of the 3-stars up to this
    challenge, you can 3-star it with ease. 
    ---[CM1] - Campaign Mode---
    Since a major component of Campaign Mode include the Combat Challenges
    themselves, I'd be remiss not to at least touch on some strategies for it. For
    the most part, this is outside of the scope of this guide, since it involves
    more resource allocation/stealth section tactics. Still, I'll give pointers
    where I can, and let you know what worked for me. 
    Keep in mind that for the most part, I am a combat player. This means that I
    will always take the worst handicaps available to me in Combat Challenges, and
    save the bonuses for Stealth challenges, except in cases where it absolutely
    makes no sense. Hopefully if you're reading this guide you are also a combat
    player, and if so the advice here should work for you. If, however, you find
    the Stealth Challenges to be significantly easier than the Combat Challenges,
    then you will need to find a radically different approach from mine. 
    Each individual challenge is labeled with a (C) for Combat, or (P) for
    Predator. After each challenge name I have posted the recommended Medals to
    take in that challenge for what I consider the easiest path to a perfect 9
    Medal run. If you wish to know more about a Predator Challenge's Medal
    requirements, you can use section PM1. 
    Search and Destroy
     (P)Meltdown Mayhem <<Protective Aura>>
     (C)Blind Justice <<Time Limit>>
     (P)Police Brutality <<Replenishing Health>>
    Taking the Time Limit for the Combat Challenge is an obvious choice, since
    Instant Takedown makes it so easy to keep well ahead of it. Protective Aura, on
    the other hand, is actually a modifier that is far more annoying in Combat than
    in Predator. It makes one enemy invulnerable, and moves around the battlefield
    (on the last enemy it simply toggles on and off). In Predator it can easily be
    watched for and worked around (especially as there's no Time Limit), but Combat
    moves much quicker, and it can be a hassle. It's best to take Protective Aura
    for Predator Missions when possible. You want to take Protective Aura for
    Meltdown Mayhem and save Replenishing Health for Police Brutality, simply
    because you always want the first challenge of a section to be the hardest.
    Using a Restart on the first challenge does not deduct from your Retry counter.
    Since this is the case, it's always best to make the final challenge as easy as
    possible, especially if it's a Predator challenge. 
    Street Justice
     (C)Rooftop Rumble <<Decreased Health, One Hand Tied>>
     (P)Natural Selection <<Takedown Projectiles>>
     (C)Survival of the Fittest
    Our first mission here is a Combat Challenge, so go ahead and knock all of the
    handicaps out of the way immediately. One Hand Tied disables the Counter
    indicators in Combat, but this isn't a big deal if you just drop counters and
    use Evades instead. On the other hand, in Predator it removes the ability to do
    Silent Takedown from behind, which is a huge handicap. Decreased Health is
    about an equal handicap regardless of where it goes, and should really just go
    to whatever mission you find the easiest. For me, it always goes to the first
    Combat mission, where I consider it harmless. With proper use of Redirects you
    should never be getting hit in most Combat missions anyway.
    Takedown Projectiles is very poor for combat, since it only gives a static 100
    points for each use, therefore is absolutely abysmal for score. It is, on the
    other hand, absolutely sublime for Predator maps. Once you get your 3 medals
    out of the way, go up to a Vantage Point and play Zeus with the remaining foes.
    They will know your wrath, and they will build temples to appease you. 
    Offensive Maneuvers 
     (C)Funhouse Brawl <<Danger Zones, Scattered Weapons>>
     (P)End of the Line <<Replenishing Health, Free Medal>>
     (C)Hell's Gate
    Danger Zones is basically what "Extreme" mode was in Arkham Asylum. It means
    guns for Combat, and booby-trapped Vantage Points for Predator. Scattered
    Weapons means Projectiles for Combat, and mines for Predator. Both of these
    are far more dangerous in Predator than in Combat (mainly because of Disarm and
    Destroy), and should be knocked out of the way in the first Combat mission. For
    the Predator mission we take the Free Medal for End of the Line. This is
    because End of the Line has a medal that requires you to appear out of nowhere
    and scare a terrified enemy. This isn't actually hard to do, but it can be
    impossible. Depending on how you handle the Predator challenge, if too many
    enemies see you and manage to shoot you, they will actually wind up being less
    scared by the end of the fight, and will never progress beyond the "Nervous"
    state, no matter what you do to them. This will make Scare Tactics impossible
    to achieve. The Free Medal here eliminates that problem. 
    Reader Tee Jaye wrote in to point out that there is a way to force a thug into
    "Terrified" mode. Note that this does require you to still have your Smoke
    Pellet available: 
    "Hit the guy with a regular batarang.  Once he recovers, hit him with smoke 
    pellets and immediately a second batarang.  No matter what his starting mood,
    this combination has always made him "terrified" for me.  Now it's just a 
    matter of dropping down behind him while the smoke clears and he recovers from
    the second batarang.  Eventually he will turn around and the challenge medal 
    should pop.  Knock him out however you see fit.  If he doesn't seem to
    be turning around, I've had this work even if I get impatient and just walk 
    around in front of him."
    City Invader
     (P)Top of the World
     (C)Prison Riot <<Gadget Malfunction, Increased Aggresson, Decreased Health>>
     (P)Lost City <<Super Powered>>
    Take no Medals for the first challenge here. Super Powered is more useful in
    Lost City, mainly due to Grate Moves and Breaking and Entering. It doesn't
    make a huge difference in either, though. For the Combat mission take all of
    the handicaps again. Disabling gadgets in Predator is a huge inconvenience,
    but barely noticeable in combat. Increased Aggression gives enemies more
    health, among other things, and this can actually result in the ability to
    score even more points in Combat mode, making 3-Medal runs even easier. 
    If you're really interested in having Super Powered in the Combat mission
    where it's more useful (there are armored and shielded thugs here), then you
    can move Decreased Health into Top of the World. It really doesn't make it
    much harder, and since it's your first challenge retries are free.
    Midnight Assault
     (P)Natural Selection (Extreme) <<Free Medal>>
     (C)Hell's Gate (Extreme) <<Increased Aggression, Scattered Weapons, Danger
     (P)Meltdown Mayhem (Extreme) <<Replenishing Health>>
    Increased Aggression, Scattered Weapons, and Danger Zones are all obvious
    choices for the lone Combat mission here. Scattered Weapons and Danger Zones
    are far too dangerous for Predator missions, and Increased Aggression is
    arguably a benefit in Combat, for scoring purposes. 
    You may be wondering why I take the Free Medal in the first mission, when it
    explicitely violates my rule about making the last mission as easy as
    possible, since you have free retries for the first. There's a reason for
    this. Natural Selection has Boom Box, which I find to be one of the most
    annoying Predator medals in the game. It's not so bad as long as you
    specifically save your Sonic Batarang just for the last guy, but that
    means you lose the instant-kill Sonic Batarang represents. All in all, nothing
    in Meltdown Mayhem is very hard, and I would just prefer not having to deal
    with Boom Box at all, ever. 
    If you don't find Boom Box that much of a problem, or if you're really
    struggling with Meltdown Extreme, then go ahead and move the Free Medal. You
    have infinite retries for Natural Selection, so that approach may work out
    better for you. 
    Hostile Takeover
     (C)Prison Riot (Extreme) <<Decreased Health, Time Limit, One Hand Tied>>
     (P)Police Brutality (Extreme) <<Protective Aura>>
     (C)Funhouse Brawl (Extreme) <<Super Powered>>
    In the first challenge we take Decreased Health, Time Limit, and One Hand Tied.
    All pretty standard combat handicaps at this point. Prison Riot can be
    somewhat difficult to come in under the time wire, since there are so many
    enemies, so just focus on using lots of Instant Takedowns and don't try to get
    fancy with score, just don't lose combo. It's possible to have the full 3
    Medal cutoff here by the end of Round 2, so you have lots of leeway, in
    addition to infinite retries. 
    For Police Brutality we take Protective Aura, as per usual. It's only a minor
    inconvenience for Predator missions. 
    We save Super Powered for Funhouse Brawl. Normally I don't take an enhancer
    for Combat, but Funhouse Brawl (Extreme) is the hardest of the combat
    challenges, with two Titans and a Lieutenant in Round 4, as well as a large
    assortment of Armored, Shield, and Stun Rod enemies. Not having to deal with
    these foes is a much bigger benefit than having faster movement speed in
    Police Brutality, a challenge where you can pretty much stick to the vantage
    points the entire time. 
    Double Jeopardy
     (P)Lost City (Extreme) <<Protective Aura>>
     (C)Rooftop Rumble (Extreme) <<Increased Aggression, Gadget Malfunction>>
     (P)End of the Line (Extreme) <<Free Medal, Scattered Weapons, Takedown
    This is an easy campaign, even with all of the challenges on Extreme. Because
    of this, there are several different ways to approach it. 
    Lost City is probably actually the hardest challenge in the mix. In
    particular, the Bullet Proof medal may give you trouble, and you may wish to
    use your Free Medal modifier there. Since Lost City was the first challenge
    and therefore can't consume retries, I preferred to simply keep hitting restart
    until I got it right. You should immediately perform Switch Hitter. From
    there, go to the vantage points and rotate counter-clockwise around the room
    back to Batman's starting location. All of the soldiers will wind up on the
    opposite side of the room, and you can get Highspeed Impact. From here, it's
    just a matter of taking enemies out with Inverted Takedowns without being
    Rooftop Rumble should be no trouble with Increased Aggression and Gadget
    Malfunction. This is one of those challenges with an overabundance of points
    in it, due to the Lieutenant in the last wave. We'd normally take Scattered
    Weapons here, but we won't be touching the ground in End of the Line, so it
    will have no effect whatsoever there. 
    If you follow the medal layout I've outlined here, then End of the Line is
    outrageously easy. Takedown Projectiles obliterates this challenge. I use the
    Free Medal to cancel out What Goes Up so I don't have to wait around for an
    enemy to go up a ladder. Start the challenge by going straight up to the
    vantage point above Batman. Wait for an enemy to cross the bridge in front of
    you and use the REC to knock him off for Perpetual Motion. Then go to the
    vantage point on the opposite side of the room (above the back sniper), and
    take out the sniper to your left with a quick tap of L1. You need to take him
    out before you can take the sniper in the back. From there it's just a matter
    of using quickfire batarangs to one-hit KO the rest of the enemies. Make sure
    to use Detective Mode every so often to check for the Jammer's location and
    take him out last. This whole process should take less than 2 minutes pretty
    Ruthless Vengeance
     (C)Survival of the Fittest (Extreme) <<Time Limit, Danger Zones, One Hand
     (P)Top of the World (Extreme) <<Super Powered>>
     (C)Blind Justice (Extreme) <<Decreased Health, Gadget Malfunction>>
    This campaign includes what is hands-down, far and away, the hardest Predator
    Challenge. Top of the World (Extreme) doesn't even have a close second, in my
    opinion. It is a truly difficult, frustrating map. For that reason, even though
    this is a Combat guide, I'm going to give you some pointers for getting through
    First off, we take Time Limit, Danger Zones, and One Hand Tied for our first
    challenge. This means we have no counter indicators, guns are in play, and
    there's a time limit. Use Disarm and Destroy to take the guns out in the first
    round, then stick to a heavy regimen of Critical Strikes and Instant Takedown
    to stay ahead of the clock. Fortunately Survival of the Fittest is one of the
    easiest Extreme combat maps to get all 3 medals on, so these handicaps
    shouldn't cause you too much grief. If they do, keep in mind you'll have
    infinite retries here.
    We slide Decreased Health and Gadget Malfunction off to Blind Justice. As far
    as the handicap modifiers go, they're the least dangerous in combat. We want
    out last challenge to be as easy as possible, because we want to absolutely
    get the 3 Medals for Blind Justice here first time, every time. Failing and
    Blind Justice and having to redo Top of the World would be extremely
    Keep in mind that taking Gadget Malfunction means giving up the 8000 point
    Gadget variation bonus for the challenge. If you've been relying on these
    points to get your 3rd medal, you may wish to swap it out with either Danger
    Zones or One Hand Tied from Survival of the Fittest, depending on whether you
    use Counters or Redirects for defense. Danger Zones is still extremely easy to
    deal with in Combat Challenges, and there's little harm in leaving it off for
    Blind Justice. If you go this route, just make sure to let an enemy get the gun
    in the first round, then build up a 5x combo and Disarm and Destroy it. 
    Alright, let's talk about Top of the World (Extreme). One of the Medals in
    this challenge isn't a problem in the slightest. Fists of Fury is just using
    Beat Down, and you are guaranteed to be able to do this on your last enemy. I
    recommend saving one Disrupter charge for that opponent, just in case
    something goes wrong. The Freeze Grenade does not work as well, because using
    a Cape Stun on a frozen enemy knocks them straight to the ground and you
    cannot use Beat Down. If you get to the last enemy and don't have a disrupter
    charge, then just use a Freeze Grenade, and then fire the Batclaw until the
    enemy drops his gun, and then use Beat Down. 
    That leaves 2 major challenges left for Top of the World. One is survival. The
    enemies here are thorough, they do a lot of damage, the interior parts of the
    room are laid out very poorly (if the vantage points are destroyed, you must
    generally move around the room out in the open to get between hiding spots),
    and there are 8 enemies to deal with. On top of all of this, there is an
    Armored enemy with a Comm Jammer in play. This adds up to a fairly nasty
    situation. The other challenge is the two remaining Medals. Let's focus on
    them, first.
    Of the two remaining medals, the hardest is Human Cannonball. Cold War isn't
    particularly hard to achieve, but it's harder to achieve without getting
    spotted. If you're spotted tagging the enemies from a vantage point for Cold
    War, they'll destroy the vantage points, making the rest of the mission much
    harder. So the goal here is going to be to knock both of these medals out at
    once, in one quick move. Here's how. 
    The first thing you should do is switch your gadget selector to the Freeze
    Cluster. We will be using it eventually. From the beginning of the mission
    there will be a vantage point immediately above Batman. Move to it, and then
    move two to three (I forget which) vantage points to your right until you see
    an enemy on patrol. He will walk three steps toward you, and then three steps
    back away from you, stopping for a moment each time. The first time you see him
    walk away from you (this all must be done very quickly for proper timing, about
    16 seconds in), tag him with a quickfire Freeze Grenade (double-tap R2), then
    move to the vantage point to the other side of the balcony, right over his
    This goes a little different every time, pulling between 1 to 3 additional
    enemies, but the important thing is that the Armored Jammer enemy should come
    out and point his gun at the vantage point you fired the Freeze Grenade from
    (but are no longer at). He will be in front of you, and right in front of him
    will be the enemy you have frozen. Use a quickfire from the REC (L1+/\) to
    knock him into that enemy. Now hit L1 to bring up the Freeze Cluster (which
    you selected at the beginning of the mission), aim it, and fire it quickly at
    these two enemies. If you're lucky, another enemy will have joined them and
    will also be frozen. If you do not get three enemies, then wait a few seconds
    for a third enemy to come out and join, and quickly fire another blast from
    the Freeze Cluster. 
    At this point you should have the first two medals, but you still need to deal
    with the Jammer enemy. To do this, quickly switch to Smoke Pellets (tap left
    on the d-pad twice), and then hit L1, aim, R2 to drop a pellet into this group
    of enemies. Drop down and join them. If any of them are still on the ground
    attempt to do a Ground Takedown. Do as many of these as you can (will be
    between 0 and 2), and then quickly turn your attention to the Jammer enemy if
    he is still alive. You have little time for error here. You need to perform an
    Ultra Stun on him to knock him to the ground, do a Ground Takedown, and then
    grapple out of the area and around the building. 
    If performed right, this all happens very, very quickly. You will get the
    first two medals, remove the Jammer, possibly remove two other foes, and--as
    long as you didn't have to use two Freeze Clusters--the enemies will not know
    to destroy the vantage points (they won't see you retreat because of the smoke,
    but using the second Freeze Cluster always alerts them to where you were). 
    From this point it's just a matter of picking the rest of the enemies off. If
    the intro didn't go perfectly, one of them will now move around the area and
    start destroying vantage points. He immediately becomes your first priority.
    Follow him to a balcony and Freeze Grenade him. If another enemy hears the
    Freeze Grenade, retreat away. If not, use an Ice Smash Takedown to kill this
    opponent, and then escape. If you kill the enemy who is aware that you're on
    the vantage points, another enemy will not start destroying them unless they
    also see you make a retreat on them. 
    Hopefully you will get to a point where you have no enemies destroying vantage
    points, and at least two balconies still accessible by vantage points. Your
    next best bet is to follow the remaining armored enemy. He's more difficult to
    kill than the other enemies, but he's also laying mines, and will lay one out
    on the balconies from time to time. You want to follow him until you see him
    do this, and then use the Disrupter to detonate the mine as soon as he lays it
    (make sure you're not accidentally targeting his gun) to kill him. 
    From here you can use Sonic Batarangs to lure enemies into Silent Takedowns.
    Throw a Sonic Batarang to the far opposite side of a balcony from the vantage
    point you're stationed on. It's important that you not lay the Sonic Batarang
    in the middle of the platform, or the enemy will not turn their back to you.
    When they're looking at the sonic, drop down to balcony, crouch-walk over to
    them (Super Powered will make this faster), and do Silent Takedown and grapple
    away. You can do this once per balcony you have access to. But, once you're
    attempting to do it on a balcony where there is already a corpse, the enemies
    get smarter and will shoot the batarang from a distance. You can still use
    this to take them out, though. Alternately, you can simply toss the Sonic to
    an enemy's feet and detonate it to get one more free takedown with it. 
    If you get into trouble you can head inside of the room. One of the balconies
    leads directly to a grate you can hop into. From here you can have Batman come
    out and do one Grate Takedown, wait for the enemies to leave (back through the
    little hallway behind the grates so they don't see you), and then come back
    out and follow the last enemy leaving for a Silent Takedown. This is hard (if
    not impossible) when the Jammer is on, but Detective Mode should make it easy. 
    When you get to the last guy remember that you must use Beat Down to take him
    out. As mentioned, I recommend saving your other Disrupter charge for this
    purpose, just in case something goes wrong. 
    Ultimately, this challenge is all about the first 30 seconds or so. If you can
    perform the first series exactly right, get the two medals, and take out at
    least the Jammer enemy, the rest is just a matter of patience and not making
    mistakes. You have 3 retries available, which means 4 possible attempts before
    you have to repeat Survival of the Fittest (Extreme). With the approach I've
    outlined here, 4 attempts should be a reasonable window for success. 
    Combat Expert
     (C) Survival of the Fittest <<Time Limit, Danger Zone>>
     (C) Funhouse Brawl <<Increased Aggression>>
     (C) Prison Riot <<Replenishing Health>>
    Normally I would take all of the penalties in the first round here, and rely
    on the infinite retries to overcome it, but in this case that's not such a
    good idea. Survival of the Fittest is one of the most jam-packed Combat
    Challenges. Combine that with the health bonus from Increased Aggression, and
    it becomes difficult (though not impossible) to come in under the time limit. 
    Still, if you want to knock all of the handicaps out right away, you can. Just
    use the normal combination of Critical Strikex3, Instant Takedown. As long as
    you are constantly killing enemies you will have time added on. If you want to
    go even faster, you can just do two Critical Strikes, and then fire a quick
    Batarang and immediatley perform Instant Takedown. The game will let you get
    away with this surprisingly effectively. 
    Without Increased Aggression, though, your quickest way to get through
    Survival of the Fittest under the Time Limit actually isn't Instant Takedowns,
    but Freeflow Focus. Batman will nearly one-hit KO all of the enemies once he's
    in Focus (two at the most), and you will absolutely shred your way through the
    waves. Again, there's plenty of points to go around in this challenge, so
    score shouldn't be much of an issue.
    In Funhouse Brawl we take Increased Aggression, but since there's no Time
    Limit, this isn't much of a problem. Just work your way through as you
    normally would. Again, the extra health enemies have will work to your
    advantage for points. If Increased Aggressive causes you much trouble, go ahead
    and take Replenishing Health in this challenge and then just end on an
    unmodified Prison Riot. 
    Predator Expert
     (P) Meltdown Mayhem <<Gadget Malfunction, Scattered Weapons>>
     (P) Lost City <<One Hand Tied>>
     (P) Top of the World <<Takedown Projectiles>>
    Meltdown Mayhem is a really easy map, so ideally I would prefer to knock all
    of the handicaps out on it. Unfortunately, you cannot complete the Smoke
    Detector achievement with One Hand Tied, so it has to wait. Just stay on the
    vantage points and take the enemies down one at a time. There's only 5, and
    the Medals are easy. 
    You have to take One Hand Tied for Lost City, because Top of the World will
    also require a Silent Takedown from within smoke. The hardest part of Lost
    City is performing the Fall Guy medal. It's best to do this by luring a guy
    onto the set of stairs immediately in front of where you start (using a Sonic
    Batarang), and then using the Batclaw from the lower set to it's left. From
    here, move to the first fire extinguisher, Batarang it, and then move to the
    wooden wall/grate area to the right side of the room. After getting the wall
    and grate takedown, just Freeze Grenade/Ground Takedown every enemy who comes
    to you.
    Saving Takedown Projectiles for Top of the World makes the challenge as easy
    at it's going to get. Either use it to thin things out early on, or get your
    three medals first, then use it for easy clean up. The hardest one is probably
    Fire Hazard. Just use a Sonic Batarang to get a guy near a Fire Extinguisher,
    batarang it, then Silent Takedown him.
    Lance Mulhern wrote in with this to say about Meltdown Mayhem: 
    "During the first 10 seconds or so of the map, one of the henchmen will head
    over to the grates on the left side (relative to where you start). As soon as
    he's standing above the grates, throw the smoke bomb and jump towards a grate
    that he's not standing on.  Get under it and walk over to him, then do a
    grate takedown and it counts for the purposes of Smoke Detector. The timing is
    a little tricky, but it's fairly straightforward once you've practiced a couple
    of times. This makes predator expert cake, as you get all your disadvantages
    out of the way right away."
    So, thanks to Lance's discover, it is possible to get all of the negative
    modifiers out of the way in Meltdown Mayhem. Just use his tactic, and take
    <<Gadget Malfunction, Scattered Weapons, One Hand Tied>>. Take no modifiers in
    Lost City, and still save <<Takedown Projectiles>> for Top of the World to make
    it an easy victory. 
    Combat Master
     (C) Blind Justice (Extreme) <<One Hand Tied, Protective Aura, Scattered
     (C) Rooftop Rumble (Extreme) <<Decreased Health, Gadget Malfunction>>
     (C) Hell's Gate (Extreme) <<Super Powered>>
    The standard rule of "get the worst out of the way" applies here. Blind
    Justice is up first, and is the easiest of the Extreme Combat Challenges, so
    it's a good candidate for this. The hard part is picking what the "worst" is.
    Protective Aura is an obvious one, but the remaining four handicaps are all
    kind of a wash. Take whatever you like, as long as it's all minuses for Blind
    Justice. I recommend saving Gadget Malfunction for later, so you can farm the
    Gadget bonuses in Blind Justice which, as always, is light on enemies.
    Protective Aura can actually make Blind Justice really hard to hold combo in,
    so you're going to want to use Method 1 here, and go with Variations for your
    points. Just an 8 variation score and a 5 Gadget variation in every round
    should get you where you need to be for the third medal. I managed to pull
    31,275 (11 variation bonus, 45-hit combo ending in 2 Ground Pounds) in Round 4
    alone, so there's definitely breathing room here. 
    Knock the rest of your handicaps out in Rooftop Rumble. With Decreased
    Health and Gadget Malfunction, the 3rd Medal is still a breeze. The Lieutenant
    in Round 4 is worth gobs of points. 
    Hell's Gate is loaded with special defense enemies, and is a perfect choice for
    Super Powered. Just drop Disarm and Destroy out of your rotation. 
    Predator Master
     (P) Police Brutality (Extreme) <<Time Limit, Danger Zones, Free Medal>>
     (P) Natural Selection (Extreme) <<Increased Aggression, Protective Aura>>
     (P) End of the Line (Extreme) <<Scattered Weapons>>
    This was the hardest campaign for me to complete. But I'm a Combat guy, after
    all. Still, I didn't find this as hard as the first time I beat Top of the
    World (Extreme), so it could be fair to say Ruthless Vengeance is just as hard,
    if not harder. 
    It pains me to blow Free Medal in the first challenge, but no matter which of
    these challenges you use Danger Zones in, it's going to create real problems.
    End of the Line is the only challenge that doesn't require use of a vantage
    point for one of the medals. Natural Selection requires two, in fact
    (technically Deep Impact is possible without it, but not within reason). 
    So the options here are to either take Danger Zones and Free Medal together in
    Police Brutality, or save Danger Zones for End of the Line and try to take
    over the sniper's nest in the back of the room. The Police Brutality route is
    probably harder, but you also have free retries for the first challenge,
    making it the logical choice. The lack of vantage points makes it so that
    victory must come quickly at any rate, so Time Limit isn't much of a factor
    here, and it's good to get out of the way. 
    This leaves a requirement that you do all of the medals in Natural Selection,
    including Boom Box--which I despise--with Increased Aggression and Protective
    Aura. This shouldn't be too much of an issue. Remember to save your Sonic
    Batarang and one Disrupter charge for Boom Box, and use a proximity Explosive
    Gel to trap the gun rack. Using the Batclaw from the stairway early on to pull
    the sniper on the bridge down helps quite a bit, but is a dangerous gamble.
    You may need to use a Fire Extinguisher to get away, so be prepared with a
    Save Scattered Weapons for End of the Line. It's not a handicap there, as you
    should never be leaving the vantage points (other than taking out the back
    sniper from his own nest with the REC). In fact, one of the mines is at the
    top of a ladder, and handy for What Goes Up. 
    ---[PM1] - Predator Medals---
    This is a list of the Medals for Predator Mode. This is just an index that I
    have attached for use with the Campaign Mode material in CM1
    I've also rated these according to difficulty, on a scale of 1 to 3 stars. A 1
    star is a medal that I consider so easy that I'm likely to do it in a stealth
    section anyway, and should cause no real problems. A 2 star is something
    that's a bit out of the way; this either means it's something easy that the
    challenge makes harder because of layout, or it's something hard that the
    challenge makes easy by setting it up for you. A 3 star is something I consider
    a major obstacle; in Campaign Mode I will be recommending using the Free Medal
    modifier for these, when possible.
     (*  ) Smoke detector - Smoke Pellet and then Take Down enemy
     (*  ) Mind your head - Hit an enemy with a Batarang to the head and then use a
       Ground Takdown on them (must be regular Batarang, not Remote Control)
     (** ) Shock Tactics - Use the REC to make an enemy fire into the air, scaring
        another enemy
    Police Bruality
     (** ) Blast Zone - Use Explosive Gel to knock a Weak Wall into an enemy
     (*  ) Knockout Smash - Use Knockout Smash
     (*  ) Window Pain - Use a Takedown through a Window
    Natural Selection
     (*  ) Weapon Jam - Disable an enemy's gun with the Disrupter, make them
        attempt to use it against you, and then take them out 
     (*  ) Aerial Assault - Use a Glide Kick, followed by a Ground Takedown
     (** ) Friends Fly Free - Double Ledge TKO (this should be done at the very
        beginning of the mission, as there is a perfect setup for it right above
        where Batman starts)
    End of the Line
     (** ) Kick off - Line Launch an enemy over a ledge
     (***) Scare Tactics - Appear "from nowhere" in front of a terrified enemy
     (*  ) Freeze Frame - Use an Ice Smash Takedown
    Lost City
     (*  ) Grate Moves - Use a Takedown from within a grate
     (** ) Fall guy - Use the Batclaw to pull an enemy over a walkway
     (*  ) Breaking and Entering - Use a Takedown through a weak wooden wall
    Top of the World
     (** ) Fire Hazard - Break a Fire Extinguisher and then use a Takedown on the
        enemy in the smoke
     (*  ) Confiscated weapon - Use the Batclaw Disarm on an enemy
     (*  ) Mined Your Step - Detonate a mine with the disrupter, taking out a foe
    Meltdown Mayhem (Extreme) 
     (** ) Armor Piercing - Take out the Armored enemy first (to do this easily,
        detonate the Fire Extinguisher near the Sniper, freeze the Sniper, then
        Inverted Takedown the armored enemy)
     (** ) Bringing Down the Roof - Explode a ceiling down onto an enemy (only hard
        because this challenge has only one weak ceiling)
     (** ) Venting anger - Use a Takedown through a Vent Cover
    Police Brutality (Extreme)
     (** ) Don't Touch that Dial - Save the Jammer enemy for last (not hard per
        se, but inconvenient). You can mitigate this by using the REC followed by a
        Freeze Grenade on him often to keep the Jammer offline.
     (** ) Feet First - Reverse Ledge Takedown (must be done on enemy DIRECTLY
        below Batman. Hard to set up, should be done at beginning on enemy walking
        through door on left side of starting area)
     (** ) Smash and Grab - Inverted Takedown through weak ceiling. This can be
        done at the beginning of the fight on the vantage point immediately to
        Batman's right. Should immediately be followed by Feet First, if so (will
        call the enemy to come through the door there)
    Natural Selection (Extreme)
     (***) Boom Box - Use Explosive Gel on an enemy getting a weapon from a gun box
     (*  ) Chaos Theory - Use an Inverted Takedown on a Thermal enemy (easy with
        Thermal Cancel upgrade and Sonic Batarangs)
     (** ) Deep Impact - Hit at least 2 foes with Shockwave
    End of the Line (Extreme)
     (*  ) Perpetual Motion - REC an enemy off of a ledge (this can be done to
        nearly every enemy on this challenge for an easy victory)
     (** ) What goes up - Knock down an enemy who just climbed a ladder. Use the
        REC for this as well. 
     (** ) Don't Touch That Dial - Save the Jammer enemy for last. In this
        challenge it's even easier to use REC/Freeze Grenade on him, because he
        will often isolate himself and be stuck frozen for a long time. You also
        have more visibility in End of the Line, so it's less of a nuisance.
    Lost City (Extreme)
     (***) Bullet Proof - Don't get shot
     (** ) Switch Hitter - Use the Line Launcher to take out one foe, turn, and
        then take out another foe. This should be done first thing, to the right of
        where Batman starts. It's best to use a Freeze Grenade to freeze the second
        foe you will hit first (or he will spot you and shoot you, costing you
        Bullet Proof)
     (** ) Highspeed Impact - Use a fully boosted Remote Control Batarang to knock
        an enemy off a ledge. It's best to do this back in the room where Batman
        starts, because if the enemies realize you're on the vantage points they'll
        start destroying them. 
    Top of the World (Extreme)
     (*  ) Fist of Fury - Use Beat Down to take out a foe (save for last enemy)
     (***) Human Cannonball - Use the REC to knock an Armored Thug into another
        thug (hard because there are only two armored thugs, and requires perfect
        line with Batman and 2 enemies)
     (** ) Cold War - Use the Freeze Cluster to freeze at least 3 foes
    [XC]. Section C: Achievements/Trophies
    There are far less combat achievements than there were in the first game. I
    think this is mainly because there are extra combat challenges added by the
    in-game Ridder content. Most of those, however, are extremely easy, and amount
    to simple things like "use Slide 3 times". Keep in mind, however, that for the
    Riddler challenges that require a Combo Gadget, Batman must be in Freeflow
    (2-hit combo) or the gadget does not yet count as being a Combo Gadget.
    50x Combo - This is most easily performed on Round 4 of Survival of the
    Fittest. Simply make sure to remove all of the weapons in the previous rounds
    with Disarm and Destroy, and then use a constant pattern of Redirect, Critical
    Strike for an easy achievement. There are 20 foes here, so you should have
    plenty of leeway. 
    Flawless Freeflow Fighter 2.0 - Complete an entire combat challenge without
    getting hit. This is most easily accomplished on Blind Justice. I find that
    typically using Redirect/Critical Strike chains results in this anyway, but if
    you're having trouble use a combination of Freeze Cluster (use immediately,
    it's too dangerous mid-combat) and Freeze Grenade to thin the field in the
    Gadget Attack - Use all five Quickfire Gadgets in one fight. This is Combo
    Batarang, Batclaw, Explosive Gel, REC, and Freeze Grenade. Note that these do
    not have to be part of the same combo, making this extremely easy. 
    Perfect Freeflow 2.0 - Perform a perfect 12 variation combo. Use Combat Method
    1 from section PT1 to achieve this. 
    ---[END1] - SPECIAL THANKS---
    Thanks to Onionknight for taking down notes for the guide, proof-reading, and
    gathering multipliers and reward numbers for the various combat events. 
    ---CONTACT INFO---
    If you have any suggestions, or if I missed a detail somewhere, feel free to
    contact me at abaddononion at hotmail dot com.
    You may not copy, reproduce, or link to this FAQ without permission. If 
    you want to use this FAQ on your website or publication, please e-mail 
    me at abaddononion at hotmail dot com. I have no problems with anyone 
    who asks. November 2011.

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