Batman: Arkham Knight
113 Achievements
2,000
60.5-83h
Brutality 101
Perform 15 different combat moves in one FreeFlow.
5
0.26%
How to unlock the Brutality 101 achievement in Batman: Arkham Knight - Definitive Guide
the moves are:
1.punch-X
2.counter-Y
3.throw counter-left stick towards enemy+Y
4.stun-B
5.super stun-B,B,B/hold B(i'm not sure whether these are the same move but odds are you probably won't use it anyway due to the time it takes to charge)
6.batarang-LT
7.batclaw slam-LT+Y,X
8.batclaw into aerial juggle-LT+Y,B,X
9.explosive gel-LT+X
10.electric charge-LT+B
11.freeze grenade-RT,RT
12.ground takedown-RT+Y
13.ground pickup into beatdown-RT+B,X repeatedly (again i am not sure whether this is any different to the regular beatdown)
14.ground pound-B,A,A
15.evade-A,A
takedowns (some of these will require upgrades):
16.regular takedown-B+Y
17.batclaw takedown-LT+Y hold
18.electric takedown-LT+B hold (doesn't actually take enemies out)
19.explosive gel-LT+X hold
20.batarang takedown-LT hold
21.freeze bomb takedown-RT,RT hold
22.ground area takedown-A+B (with enemies on the ground)
23.weapon break-X+Y
24.environment takedown-A+X (when enemies glow blue)
25.dual takedown- LB (when meter next to bat symbol is full)
25.you can also do a batmobile assisted takedown but not in this map, and it is exactly the same to pull off as a environment takedown.
as you can see there are more than enough to get fifteen, and i have a feeling that i am missing some. a few tips:
.use evade (A,A) to give you time to think about your next move, it will not reset your combo
.try not to use super stun, holding B will take too long and when i went to use the 3 Bs i would always target a different enemy on the third stun, this would reset my combo.
.be careful of the shield enemies when they spawn on this challenge map hitting them will reset your combo, this would be a good time to use the ground pound (see above) if you haven't already.
.try to avoid using more than 1 quickfire gadget in a row, as sometimes you will just end up aiming your current gadget which will reset your combo.
please let me know if i am missing something or if i have gotten something wrong.
the achievement will probably take a few tries and i would recommend restarting if you get hit or drop your combo, because there are a limited amount of enemies in this area
Here is the order of moves-
1. Counter
2. Batrang (tap LT)
3. Electrical Charge (LT+B)
4. Strike (X) -keep striking until you build full meter.
5. Ground take down (RT+Y)
6. Pick up (RT+B)...you are going to be doing a lot of these lol
7. Batrang explosion (Hold LT)
8. Pick up > critical beat down (RT+B then mash X...keep mashing X even if he goes down. It will still combo and you need to build meter)
9. Pick up (RT+B)
10. Explosive Gel (LT+X) then IMMEDIATELY do Batclaw Slam (LT+Y>X)
11. Pick up (RT+B)
12. Instant take down (Y+B)
13. Pick up (RT+B)
14. Batclaw Stun Strike (LT+Y>B>X)
If you have got this far then you are now are the easy part :P Joker should have taken such a beating that everything should knock him down in one hit.
15. Pick up > critical beat down (RT+B then mash X) Do this until you have full meter then pick up again.
16. Unleash your Special Combo Remote Electrical Charge (LT+B HOLD). Then repeat stage 15. to build meter.
17.Unleash your Special Combo Explosive Gel (LT+X HOLD). Then repeat stage 15. to build meter.
18.Unleash your Special Combo Batclaw (LT+Y HOLD). Then repeat stage 15. to build meter BUT LEAVE HIM ON THE GROUND AND DON'T PICK HIM UP WHEN HE DROPS TO THE GROUND!!!! It is very important for the next part.
19.Unleash your Special Combo Multi Ground Takedown (A+B HOLD). Then the achievement should pop up!
#1 - Counter -
#2 - Strike -
#3 - Stun -
#4 - Beat Down - ,,
#5 – Evade - ,
#6 - Special Combo Batarang - Hold (Full Meter)
#7 - Quick Batarang -
#8 - Environmental Takedown - +
#9 - Tag Team Takedown -
#10 - Special Combo Takedown – Hold + (Full Meter)
#11 - Quick Electrical Charge - +
#12 - Quick Explosive Gel - +
#13 - Special Combo Disarm and Destroy - + (Full Meter)
#14 - Special Combo Remote Electrical Charge – Hold + (Full Meter)
#15 - Special Combo Batclaw - Hold + (Full Meter)
TIP: For #12, don't knock out the person that the gel is applied to. I believe the animation has to complete to register properly.
Hope this helps.
If like myself, you are struggling immensely with this achievement, fear no more. After trying all the guides here and not getting very far with any of them (combo randomly breaking or batman deciding not to listen) this method work right away.
All credit goes to the creator of this video for finding and showing this workaround.
AR Challenge Map: Gotham Knights
Basically, with this method you can unlock the achievement with only 8 variation moves in one free-flow, instead of the usual 15. The idea is that your gadget moves can all be used before you begin to attempt this achievement and regardless of whether you get hit during using all the gadgets, they will still stack on your final free-flow.
I used a total of 7 gadget moves between Batman and Nightwing, after using all seven I then attempted an 8 variation combo with the usual easiest moves listed within the other guides. If your combo gets broken during the 8 variation moves, there's no need to worry, just try for 8 again. The 7 gadgets will always stack onto every free-flow you attempt after using them.
Batman Arkham Knight – Brutality 101 Achievement/Trophy Guide
Welcome back for another DaddyGotGameTV guide. In this video I will be helping you get the “Brutality 101” achievement/trophy. You need to do 15 different combat moves in freeflow combo. This can be a little tricky to do. The best advice I can give here is to use Evade whenever you cannot think of another move to do right away. Using gadgets is a bit risky and can miss, making you lose your combo. I have a few tips to try and help you along.
- Use the level Gotham Knights because you can do Environmental takedowns as well as Dual takedowns.
- Evade whenever you need to. It will not break your combo and counts towards one of the 15 moves that you must do.
- If you are keeping count of how many moves you have done, take it easy on the last few and do different takedown and super takedown.
I have provided an entire list of possible moves below. I would recommend printing them out or writing them down for a reference while you are playing.
1. Punch-X
2. Counter-Y
3. Throw Counter-hold left stick towards enemy+Y
4. Stun-B
5. Super Stun-B,B,B/hold B
6. Batarang-LT
7. Batclaw Slam-LT+Y,X
8. Batclaw into Aerial Juggle-LT+Y,B,X
9. Explosive Gel-LT+X
10. Electric Charge-LT+B
11. Freeze Grenade-RT,RT
12. Ground Takedown-RT+Y
13. Ground pickup into Critical Beatdown-RT+B,X repeatedly
14. Ground Pound-B,A,A
15. Evade-A,A
16. Regular Takedown-B+Y
17. Batclaw Takedown-LT+Y hold
18. Electric Takedown-LT+B hold
19. Explosive Gel-LT+X hold
20. Batarang Takedown-LT hold
21. Freeze Bomb Takedown-RT,RT hold
22. Ground Area Takedown-A+B
23. Weapon Break-X+Y
24. Environment Takedown-A+X
25.Dual Takedown- LB (when meter next to bat symbol is full)
25.Batmobile Assisted Takedown
Let me know what you think in the comment section below, and thank you for watching. If this has helped, please Like, Subscribe, and Share. This has been another episode of DaddyGotGameTV.
Batman Arkham Knight Achievement/Trophy Guide Playlist:
https://www.youtube.com/playlist?list=PLMNK9iutBtqICapiMJMtP...
Counter y
Strike X
Instant take down (Y+B) full meter
team takedown LB
redirect AA
disarm and destroy X Y
Special Combo Group Electrify A B
Special Combo Group Attack X Y
I did this on the AR mission with Nightwing called "Gotham Knights," but this is at your discretion. This provides a distraction for your enemies, and allows you to perform a Dual Takedown (L1 when charged) which counts towards your 15. The downside to this map is that Nightwing distracts your enemies, and can target your target sometimes, which can interrupt your combo.
Any 15 moves from the ability list (the center icon in the upgrade menu) should count, but I found these to be the easiest to do:
1) Punch - Square
2) Counter - Triangle
3) Counter Throw - Triangle+ in direction of enemy
4) Evade - X, X
5) Stun - O
6) Shield Knockdown - O, X, X
7) Takedown - O+Triangle
8) Multi-ground Takedown - O+X
9) Weapon Break - Y+Square (works on Shields)
10) Environmental Takedown - X+Square (two corners of Gotham Knights have AC Units)
11) Batarang - L2
12) Freeze Grenade - R2, R2
13) Batclaw Slam - L2+Triangle, Square
14) Explosive Gel - L2+Square (must explode to count, so don't get hit)
15) Electric Shock - L2+ O
16) Dual Takedown - L1
I also like to do the Beat Down (O+Square repeatedly), though I don't know if it counts, and the Ground Takedown (R2+Triangle), which is simple but time consuming and risky. I would save the Ground Takedown for when there aren't many enemies in play.
These are the ones that I'm fondest of, as they tend to relatively easy to execute and come in groups. For instance, it's fairly easy to go through the Takedowns for instance. Punch a few guys, execute one takedown, punch a few more, do the next takedown, ect,. Same goes for gadgets, and the basic combat moves. I just like to do them in groups because it's easier for me to keep track.
Two things to keep in mind: 1) Nightwing does not have the full range of gadgets that Batman does so it's fine to use him temporarily, but don't expect to use a Freeze Bomb. I would either save the Dual Takedown until last, or do it early when executing more simple moves so it's easier to transition back to Batman. 2) Make sure you keep fighting. Don't stop just because you think you've completed 15 moves. Keep fighting until it pops, and cycle through moves in case something didn't register.
This will take some time and practice, but once you have your routine down, you'll likely be doing 12-13 moves with consistency every time, and simply hit a bump (maybe you'll miss a move, or Nightwing will take out an enemy you were going to counter). Eventually, the stars will align and you'll get this.
**SPOILERS**
At the very end of the game where you face Joker on a walkway in a dream sequence and have to put him in the cell, you actaully have all your gadgets back so can beat on him and have you full variety of moves and don't have to worry about other enemies.
You are basicaly using a move until he falls down, then strike him on ground until meter is full, pick him up (RT+O), and use another move/takedown. Plus keep using grapple attacks if Joker is he drifts into an awkward position.
Listed below are the moves I used. They are not in any specific order so do them in a way you can memorise (you can always pause the game), but I suggest always starting with a counter;
1.counter
2.punch
3.batarang
4.batclaw slam and/or batclaw into aerial juggle
5.explosive gel
6.electric charge
7.freeze grenade
8.ground takedown
9.ground pickup into beatdown
takedowns (some of these will require upgrades):
10.regular takedown
11.batclaw takedown
12.electric takedown (doesn't actually take him down but meter will empty)
13.explosive gel takedown
14.batarang takedown
15.freeze bomb takedown
16.environment takedown (when he glows blue)
I didn't need the last one so can't say if it counts as doing it ends combo. If you do it and trophy has not popped, back off and let joker come out to start again.
(Move - controller prompt)
Strike - X X X
Counter - Y
Evade - A A
Stun - B
Super Stun - B B B
Aerial juggle - B B B X
Beatdown - B X
Ground takedown - RT+Y
Batarang - LT
Batclaw slam - LT+Y X
Quick explosive gel - LT+X
Quick REC- LT+B
Freeze grenade - RT RT
Special Combo Batarang - hold LT
Special Combo explosive gel - hold LT+X
After spending way too many hours trying to achieve this (for me VERY hard!) trophy, I finally popped it last knight .
This dream however, only came true when I at some point realized, that it's not allowed to copy moves in the series...
Meaning:
If I do the counter move () as second in a series, and then later on, in pure panic when surrounded by thugs, use it again, the series is broken!
Not the on screen combo - but the series counting toward 15!!!
In the end I had my son reading me the pre-defined list of moves, and ended up jumping around doing one move at a time toward the 15.
Upon pushing "L1" the trophy finally popped!!!
In total, there are 27 different combat moves within the game. For the purposes of this achievement, you only need to pull off 15 different moves in one combo; thus, if you break the combo, you'll have to start over. This is best done outside of the main story, in the AR Combat Challenge named "Batman & Nightwing." Before doing this, you'll want to first progress through the story far enough to unlock both the actual challenge map and a variety of gadgets/skills that are necessary for different combat moves.
Below, you can find a list of every single combat move in the game and a video demonstration of how this can be achieved (the first 15 moves listed are those shown in the video).
Combat Moves List:
Batclaw Slam - + ,
Counter -
Electrical Charge - +
Redirect (Jump) - + ,
Quick Explosive Gel - +
Strike -
Special Combo Takedown - +
Environmental Takedown - +
Quick Batarang -
Beat Down - , , ,
Cape Stun -
Super Stun - , ,
Special Combo Batarang - Hold
Ground Takedown - +
Aerial Attack - , ,
Special Combo Explosive Gel - +
Special Combo Remote Electrical Charge - Hold +
Special Combo Batclaw - Hold +
Special Combo Multi Ground Takedown - +
Special Combo Disarm and Destroy - +
Blade Dodge Takedown - , Hold & Release
Aerial Juggle - , , ,
Batclaw Super Stun - + ,
Charged Super Stun - Hold
Batmobile Assisted Takedown - +
Combat Pick Up - +
Tag Team Takedown -
List of techniques:
- Batclaw - L2+
- Counterstrike -
- Electric charge - L2+
- Dodge (jump over an enemy) - Left Stick +
- Explosive Gel - L2+
- Hit -
- Specialist. decisive blow - +
- Decisive blow with Spanish situation - +
- Quick Batarang - L2
- Finishing off -
- Stun -
- Super stun -
- Specialist. combo: batarang - L2 (Hold)
- Decisive Strike on the Ground - L2+
- Air strike -
- Specialist. combo: explosive gel - L2+ (Hold L2 )
- Specialist. combo: electric charge - L2+ (Hold L2 )
- Specialist. combo: batclaw - L2+ (Hold L2 )
- Specialist. combo: group decisive blow - +
- Specialist. combo: disarm and destroy - +
- Decisive blow avoiding the blade - Left stick+ (hold) (release)
- Aerial juggling -
- Super Batclaw Stun - L2+
- Charged Super Stun - (hold)
- The final blow with the Batmobile - +
- Raise the enemy in battle - R2+
- Team Decisive Strike - L1
- Ice Strike - R2 R2
Video guide .
Thus, any techniques with stunning do not work after raising the Joker from knockout, the counter is reset, but we also don’t have time to let him come to his senses, the counter will again fall without constantly crutching someone. Thus, the stun move can only be used once at the beginning, when J is not yet incapacitated, just like the counter, which can only be done at the beginning, the rest of the time J will not even regain consciousness.
Personally, my list of techniques turned out exactly like this and in this sequence, if you level up completely, you will have several more techniques.
- Counterstrike -
- Dodge (jump over an enemy) - Left Stick +
- Hit - (only one single hit, otherwise he will be knocked out)
- Aerial juggling - (the only option is to do this move, there will be no further ability to stun)
- Raise the enemy in battle - R2+
- Electric charge - L2+
- Batclaw - L2+
(immediately raise with R2+ ) - Explosive Gel - L2+
(then using We start pounding him lying on the ground until the thermometer of special moves is filled, and raise him with the combination of R2+ ) - Specialist. decisive blow - +
(raise) - Quick Batarang - L2
( R2+ again ) - Critical hit - ( There is no need to press, the enemy is already stunned after being picked up, the circle will reset the counter)
(next, make sure that the special moves counter is full, if not, then hit it on the floor, then pick it up) - Specialist. combo: batarang - L2 (Hold)
(back on my feet) - Air Strike - Left Stick+ . (Exactly like a dodge, this is the combination that works on a stunned enemy, the usual combination ( ) will reset your counter)
(climb) - Ice strike - R2 R2 (immediately after the hit, start hitting the ice, otherwise the counter will fall)
- Decisive Strike on the Ground - R2+ (It is advisable to leave this technique for the very end, otherwise, due to the length of the enemy’s animations after finishing off, there is a high chance of losing count and starting all over again).
In addition to the above, you can add other techniques to the list that I did not have at my disposal, like these:
- Specialist. combo: explosive gel - L2+ (Hold L2 )
- Specialist. combo: electric charge - L2+ (Hold L2 )
- Specialist. combo: batclaw - L2+ (Hold L2 )
- Super Batclaw Stun - L2+
All techniques must be done very quickly, one technique must flow into another, no hitches and most importantly - be careful, do not press any buttons again, accidental presses and blows in the air will immediately cancel the combo, this is what I burned out on in the arenas where many enemies. I hope I helped those for whom this is still relevant, I wrote for people like me who completed all 4 parts on two buttons and do not understand the intricacies of the combat system, so I described everything in such detail and with an emphasis on those places where I myself had questions .
WATCH OUT!!!! SPOILER ALERT FOLLOWS!!!!
It is enough to simply knock out the trophy during the final battle with the Joker, when you need to stuff him into a cell. Here he has endless health and immunity to all types of finishing moves (except for the plot ones, of course, so don’t “drive” him into the cell ahead of time)
The sequence of actions is as follows:
- Counterstrike -
- Quick Batarang - L2
- Electric charge - L2+
- Hit - (apply until the special moves scale is full)
- Decisive Strike on the Ground - R2+
- Raise Enemy - R2+
- Specialist. combo: batarang - L2 (Hold)
- Lift + beating - R2+ and strike until the gauge is full
- Raise Enemy - R2+
- Specialist. combo: explosive gel - L2+ (Hold L2 ) then IMMEDIATELY Super Batclaw Punch - L2+
- Raise Enemy - R2+
- Specialist. decisive blow - +
- Raise Enemy - R2+
- Super Batclaw Stun - L2+
- Lift + beating - R2+ and strike until the gauge is full
- Specialist. combo: electric charge - L2+ (Hold). Then lift it up and refill the scale.
- Specialist. combo: explosive gel - L2+ (Hold). Then lift it up and refill the scale.
- Specialist. combo: batclaw - L2+ (Hold). Then lift it up and refill the scale.
- While Joker is lying on the floor after the previous attack, perform a multi-stun - +
1. You can jump as many times as you like to find the right moment.
2. It is not necessary to make a continuous series of non-repeating strikes and combos, you can repeat strikes and combos as many times as you like, the main thing is not to knock down the combo counter.
3. I did a combo master during the test.
Here's my option.
1. L2+ , ( to the leftmost enemy )
2. ( this way we shoot down 3 opponents )
3. R2+ ( jump on the person lying down )
4. ( after the previous blow, where we finish off the prone person, the enemy respawns and immediately runs towards us )
we make a bunch of 3 devices
5. L2+ ( after application we jump Left stick + , )
6. L2+ ( after application we jump Left stick + , )
7. , R2 ( after use, jump Left stick + , )
8. Left stick+ , ( actually the jump itself )
9. , ,
Next we practice charged strikes
10. , ( next we jump , and just beat the opponents until we fill the scale )
eleven. ( just a hit, needed to charge the combo meter once charged )
12. clamp ( next we jump , and just beat the opponents until we fill the scale as soon as we charge )
13. , clamp ( next we jump , and just beat the opponents until we fill the scale as soon as we charge )
14. L2+ hold down ( next we jump , and just beat the opponents until we fill the scale as soon as we charge )
15. L2+ hold down
You can also do it in between
16. ,
17. L2+ ,
18.
19. , clamp ( if there is a combo charge )
20. , ,
21. clamp ( if there is a combo charge )
This is how you can quickly get a trophy and learn it easily.