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3E. Combat Tips & Enemies =
Batman: Arkham Asylum

3E. Combat Tips & Enemies =

Learn Batman's combat moves like Strike, Counter, and Cape Stun. Discover how to handle basic Henchmen and other enemies to dominate every fight in Batman: Arkham Asylum.

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Learn Batman's combat moves like Strike, Counter, and Cape Stun. Discover how to handle basic Henchmen and other enemies to dominate every fight in Batman: Arkham Asylum.

Alright, let's talk about staying alive and dishing out the pain in Batman: Arkham Asylum. Your health meter is right there in the top-left corner. If it hits zero, well, you know what happens – retry or quit. Retrying just drops you back at your last checkpoint. Good news is, your health creeps back up as you gain experience, mostly from finding secrets or, you guessed it, beating up bad guys. Just remember, that health boost only kicks in *after* a fight, so don't expect to heal mid-brawl. And on harder difficulties, you'll get less health back after each scrap.

Combat here is all about that 'Freeflow' style. Think of it like this: the game's pretty smart about who you're trying to punch. Just move towards a nearby enemy and hit an attack button, and Batman will automatically target them. It makes stringing attacks together way easier.

Speaking of stringing attacks, your combo is super important. Keep hitting enemies without missing or breaking away for too long, and your combo meter goes up. This means more experience for faster upgrades and higher scores in Challenge Mode. Plus, some of the really powerful special moves you can unlock later *require* a good running combo, so get used to keeping that streak alive!

Now, let's break down the moves you'll be using:

  • Strike: This is your bread and butter. Just keep mashing that attack button to pound on the bad guys. Most of these goons aren't exactly defensive geniuses, so you can usually just wail on them. But don't get too comfortable, or they might get the drop on you.
  • Counter: See that blue lightning bolt icon above an enemy's head? That means they're about to clock you. Only one enemy attacks at a time, so you don't need to aim – just hit the Counter button (Triangle) to stop them in their tracks. You *could* theoretically fight with only counters, but enemies often attack just outside your combo timing, making it tricky. Sometimes you can get away with a strike when you see the icon, but it's way safer to just counter. Heads up: On Hard difficulty, those counter icons disappear! You'll have to rely purely on watching enemy movements, especially the ones charging at you.
  • Cape Stun: A quick spin of the cape stuns any nearby enemies for a few seconds. This is great for crowd control if a few baddies are bunched up. You'll actually *need* this move for certain enemy types later on.
  • Evade/Vault: Double-tap the Evade button (X) to do a roll. If you're not near an enemy, it's just a dodge. But if you do it *towards* an enemy, Batman vaults off them, putting distance between you. This is essential for some tougher foes and super handy for breaking away from a big group to pick off enemies one by one. Your combo stays active during a vault, too, unless you do two rolls back-to-back. Bonus: during Titan fights, you're invincible while vaulting, even if a Titan charges right through you!
  • Ground Takedown: Got an enemy down on the floor? This is your finisher. Just be careful, though – it can be interrupted. Trying to do this in the middle of a big brawl is usually a bad idea.
  • Special Moves (Throw & Takedown): These moves basically pause the action for a moment while Batman does his thing. They're great for getting a quick breather, but you gotta be ready to jump right back into the fray. Remember, you need to unlock these first and build up a decent combo to use them. Also, watch out – things like heavy boxes being thrown, Titans charging, or enemies with guns can still interrupt these.
  • Batarang: Don't forget your trusty Batarangs! If you find yourself with a moment where no one's close enough to punch, tap the Batarang button (L1) to toss one. It's not ideal for a close-quarters fight, as you might get hit while throwing. BUT, if there are enemies with guns in a group, a Batarang is perfect for knocking those weapons aside. If you've got the Combo Batarang upgrade, you can even weave these into your combo seamlessly. Twin or Triple Batarangs just throw more at once. Batarangs during combos always knock enemies down, helping you regain control.
  • Batclaw: I totally forgot about this on my first playthrough, but there's a quick-use function (double-tap R2) for a reason! Use it to make an enemy stumble, setting them up for an attack. It takes a second to pull off, so make sure you have a little breathing room before you use it. With the Ultra upgrade, you can even hit three enemies at once!
  • Other Tools: Try to avoid using things like Explosive Gel or the Line Launcher in the middle of a fight. They're much more effective when enemies don't know you're there yet, and setting them up takes too much time.

Now, about the guys you'll be fighting:

  • Henchman: These are your standard thugs. They mostly just want to get up close and punch you. Their real danger comes from their numbers, so that's when you really need to be careful.

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