AC All fights in any% speedrun tutorial – part 1

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Published on ● Video Link: https://www.youtube.com/watch?v=q4ine6RwRJk



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Duration: 7:38
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Part 2: https://www.youtube.com/watch?v=5XlYMjaEzr0
0:00 Cat intro.
0:29 Slowed down.
Almost every fight with Catwoman starts in the same way. Get to x2 combo (running kick is the best choice here). Stun nearest enemy to prepare a beatdown. Delay the beatdown for a moment, so the next enemy who tries to hit you, misses.
Do a special takedown. Repeat the beatdown and the special takedown to take out two more enemies. Knock down the last two enemies and ground pound one of them. In most fights the last left enemy dies from one combo hit.

1:18 Save Jack Rider.
No need to hurry under the opening gate, enemies don't jump in until the dialogue is finished. You can immediately push the first enemy and get him to attack you earlier. The last enemy attack is scripted so you have some spare time to move closer to Jack Rider.

1:45 Good old-fashioned revenge (sorry for bad quality, the video that i recorded was glitched so i cut this one from some old run).
Knock out Penguin as soon as yout stand up. In handcuffs, countering the attacks from behind is slightly faster. Once you are unchained, pick one enemy and leave him for the last hit. Your first attacks deal next to no damage, so you might as well just slide under him to leave him out of the fight for a moment, and concentrate combo attacks mostly on three other thugs. With really good luck this fight can be finished with x26 or even x25 combo.

2:27 Courthouse.
2:56 Slowed down.
Only 7 enemies out of many stay to fight you, but there is also an armed guy at the top. He can't damage to you during some special attacks, so if you do the fight in a specific order, you will be fine, but it's not guaranteed.
Throwing batarang while running before the jump-kick gives you a "free" +1 to combo. Now the beatdown will end at x9 instead of x8 (which would add slow-mo to the final hit). Throwing another batarang right after that removes the delay before you can do the special takedown.
In general, after any special move start the next chain of attacks with batarang.
Five enemies left. Chain some batarangs, strike, some more batarangs: 3-s-1, 1-s-3 or 2-s-2, depending on enemies position. Anyway, it should add you x3 combo and set for a free ground pound.
Another batarang after the ground pound grants you the next special takedown. Now just don't let anyone stand up.
If one of the thugs managed to sneak out and grab the chair, usually you can diveroll over the barrier and finish him without breaking the combo.

4:02 Route to the church, fight skip.
4:16 Recovery if you fail the skip.
4:53 If you don't want to attempt the fight skip, go for combat takedown.
Often AI doesn't activate fast enough, see how long the thug with the bat takes to react. If you throw batarang here, it might just miss and drop your combo. Using batclaw before anything else, while slower, guaranteed to engage the enemy.

5:08 Steel Mill fight.
5:28 Slowed down.
By this point you should have two upgrades: Bat-swarm and Multibatarang takedown. With 10 enemies, the fight can be done in two multitakedown sets.
The ultimate start for many fights in the game: throw batarang while running, just before doing a jump kick. Chain batarangs and strikes. Make sure that you get even numbers x4, x6, x8 with batarang, because a strike at x8 will be slowed down.
After first multitakedown, start new chain with batarang, so it continues at even numbers and you hit x14 with it.
It's okay to miss one enemy as the last batarang will 1 hit K.O. him.

6:00 Catwoman's apartment.
Catwoman can randomnly have an overly long animations in fights, so there is not really a consistent strategy for a fight like this, with the enemies up close to you. I'm trying the same approach as in the first segment: get x2 combo, beatdown, special takedown. Try to leave the enemy that is closest to the apartment for the last hit.

6:20 Cat vs Ivy.
1st floor: you already know how it goes. Get x2, do a beatdown, special takedown.
Throwing bola after ST here will always give you window to kick the last thug, even if he is about to hit you.
6:42 2nd floor.
Slide works better here because you can start it early and do the ground takedown as soon as possible. Push the second enemy closer to the edge and try to knock everyone off by jumping over them and kicking from behind. It's ok to get hit as long as you force them to stay at the edge. They don't die from falling immediately, so last hit is unlikely to work here. Go for ground or special takedown.
7:09 3rd floor.
Take your time to let them wake up gather around. "She is consistent" is your combat mantra. Throw caltrops, let them attack you and fall. Try not to get hit too much because Ivy is not guaranteed to take them all out in one hit.
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