Fighting in Spider-Man PS4 tends to be a frenetic experience. Peter’s always outnumbered, outgunned, and severely allergic to bullets. In this guide, we’ll teach you about the combo system, which gives you an advantage.
So, what do we mean by combo?
There are two things that Spider-Man refers to as a combo. The first is the Basic Combo. This is just landing four hits in a row (by hitting square four times). This is a probably a pretty familiar definition of “combo” if you’ve played, you know, a video game before — punch, punch, punch, extra punchy punch. It’s useful in a fight since it deals a little extra damage, but there’s another — arguably more important — combo to talk about.
The other combo you’ll deal with in Spider-Man is probably better defined as “streak.” This combo represents how many hits you’ve landed in a row without taking damage or waiting too long between attacks.
Combo and Focus meter
Your combo increases when you successfully attack an enemy. This can be landing a punch, swing kick, throw, or gadget attack. Pretty much everything you do to or at an enemy will add one to your combo. When you take damage or when you pause dealing damage, your combo count will reset. That’s kind of it, but there’s a little more going on here to discuss.
The other mechanic that is associated with your combo — think correlation, not causation — is your Focus. In the upper left corner of the screen, right below your health bar, is your Focus meter. Focus is used for both Healing and Finishers — see our Spider-Man PS4 beginner’s guide for more on this.
Focus is generated while you’re maneuvering through the city and, more importantly for this guide, while you’re fighting. Just like your combo, your Focus increases with every attack you land (and whenever you dodge). Where they interact is that the higher your combo, the faster your Focus generates. That means keeping your combo high means you have more Focus to work with — and therefore more Healing and Finishers to use. That’s the main reason your combo matters in any given fight. Healing is always handy to have, and Finishers are a great way to manage combat against multiple enemies.
The only other time you’re going to be worried about your combo is during a few of the Base combat arenas. These are the fights that take place in a Fisk Hideout or Demon Headquarters (and later Prisoner Camps and Sable Outposts). These only matter for the Bonus Objectives. You’ll be tasked with achieving a certain combo streak — like 20, 50, or 65. Your combo will also come in useful in any of those fights where your Bonus Objective is to perform a certain number of Finishers — higher combo means more Focus, and more Focus means more frequent Finishers.
Suit Powers and Suit Mods to help your combo
There’s more that you can do to keep your combo up than just not getting hit or shot — though that’s the fundamental way to do it. You also have three Suit Powers and one Suit Mod that can help you.
- Bullet Proof. You unlock this Suit Power with the Spider Armor — MK II suit. Activating it temporarily protects you from most bullets. And since bullets tend to be the hardest attacks to avoid, this can be a big help.
- Titanium Alloy Plates. This Suit Power comes with the Spider Armor — MK III suit and protects you from all bullets for a brief time. (It also reflects the bullets back at your attacker which doesn’t hurt … you.)
- Defense Shield. The third Suit Power that helps unlocks with the Spider Armor — MK IV suit. This one protects you from all damage for a time.
- Bio Mesh. The last thing that will help you keep your Combo alive is the Bio Mesh Suit Mod. This Mod lets you take a limited amount of damage without reseting your Combo.