Special Combo Moves are special moves that aid Batman and his allies in Combat. They range from Instant Takedowns, crowd control, and instant destruction of enemy Weapons.
To perform a Special Combo move, you first need to fill up the "Special Combo meter", by adding at least 5 multipliers to your combo meter (8 without the Special Combo Boost upgrade). This can be achieved with any attacks or gadgets that deal damage, such as Strikes, Counters, Batarangs, etc. Once you've used a Special Combo move, a Freeflow Focus Power Gadget or Special Combo Gadget ability, the "Special Combo meter" depletes and you have to fill it up again. The Critical Strike helps accelerate filling the "Special Combo meter". The Double Special Combo Move upgrade in Batman: Arkham Origins allows the meter to be filled for 2 Special Combo Moves if you continuously add 5 more multipliers after the meter is already full, which makes it possible to do something like using the Freeflow Focus Power Explosive Gel to floor multiple enemies at once then immediately take them all out with the Special Combo Multi Ground Takedown.
Arkham Asylum[]
Move | Effect | Characters |
Special Combo Instant Takedown | Instantly takes out a single opponent and provides invulnerability during the animation.
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Special Combo Throw | The character picks up one opponent and throws them in the desired direction. |
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Arkham City[]
Move | Effect | Characters |
Special Combo Instant Takedown | Instantly takes out a single opponent and provides invulnerability during the animation.
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Special Combo Bat Swarm | Batman leaps into the air and slams the ground, scattering bats in a wide area around him. Enemies caught in the swarm are stunned. |
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Special Combo Multi-Ground Takedown | Batman leaps in the air and instantly takes out any currently downed opponents. |
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Special Combo Disarm and Destroy | Batman reaches for an opponent's weapon and renders it useless by destroying it. |
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Special Combo Whiplash | Catwoman swings her whip in multiple directions around her.
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Special Combo Whip Trip | Catwoman spins around on the ground, dragging her whip and knocking down every enemy in reach. |
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Special Combo Throw | Robin picks up one opponent and throws them in the desired direction. |
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Special Combo Staff Spin | Robin spins his staff in a circle, knocking down every enemy in the vicinity. Behaves identically to Catwoman's Whip Trip. |
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Special Combo Ricochet | Nightwing throws an escrima stick, bouncing in an area and knocking down enemies that are struck. |
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Special Combo Surge | Nightwing charges his escrima sticks before unleashing a storm of electricity in a wide area. Behaves similarly to Bat Swarm. |
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Arkham Origins[]
Move | Effect | Characters |
Special Combo Instant Takedown | Instantly takes out a single opponent and provides invulnerability during the animation.
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Special Combo Bat Swarm | Batman leaps into the air and slams the ground, scattering bats in a wide area around him. Enemies caught in the swarm are stunned. |
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Special Combo Multi-Ground Takedown | Batman leaps in the air and instantly takes out any currently downed opponents. |
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Special Combo Disarm and Destroy | The character reaches for an opponent's weapon and renders it useless by destroying it. |
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Special Combo Staff Slam | Deathstroke pounds his staff into the ground, dealing damage to all enemies in the vicinity. |
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Special Combo Shuriken Volley | Bruce throws a wave of shuriken in the area in front of him, damaging all enemies in his cone of vision. |
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Arkham Knight[]
Move | Effect | Characters |
Special Combo Instant Takedown | Instantly takes out a single opponent and provides invulnerability during the animation. |
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Special Combo Bat Swarm | Batman leaps into the air and slams the ground, scattering bats in a wide area around him. Enemies caught in the swarm are stunned. |
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Special Combo Multi-Ground Takedown | Batman leaps in the air and instantly takes out any currently downed opponents. |
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Special Combo Disarm and Destroy | Batman reaches for an opponent's weapon and renders it useless by destroying it. |
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Special Combo Batarang | Batman throws an explosive Batarang dealing huge damage to foes in the blast. |
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Special Combo Batclaw | Batman grapnels to a faraway target, pulling them into the air for an instant takedown. |
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Special Combo Explosive Gel | Batman shoots a glob of explosive gel at a far range, detonating on contact. |
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Special Combo Remote Electric Charge | Batman fires the REC device at a desired target, which further electrocutes nearby enemies. |
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Special Combo Freeze Blast | Batman throws a special freeze blast, freezing all targets in the blast radius. |
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Special Combo Whiplash | Catwoman swings her whip in multiple directions around her.
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Special Combo Whip Trip | Catwoman spins around on the ground, dragging her whip and knocking down every enemy in reach. |
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Special Combo Throw | Robin picks up one opponent and throws them in the desired direction. |
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Special Combo Staff Spin | Robin spins his staff in a circle, knocking down every enemy in the vicinity. Behaves identically to Catwoman's Whip Trip. |
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Special Combo Ricochet | Nightwing throws an escrima stick, bouncing in an area and knocking down enemies that are struck. |
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Special Combo Surge | Nightwing charges his escrima sticks before unleashing a storm of electricity in a wide area. Behaves similarly to Bat Swarm. |
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Notes[]
- Batman only has access to the Throw move in Batman: Arkham Asylum. It's replaced with a Stun move (Batswarm) in City and Origins, which were also replaced by Environmental Takedowns in Knight.
- Ninja Bruce Wayne's Ground Multi-Takedowns are performed by quick-firing Kujiki Bombs instead. Only three uses are thus available when playing as him.