Combat skills: finishers and guns
5. Trained Technique | Level 8, one point.
You can hold a second finisher, with the second charge requiring a ten-hit combo. Some tougher enemies take two finishers. Saving both gives you a way to remove a dangerous target instead of spending every finisher the second it becomes available.
6. Gunslinger | Level 10, one point.
Holding Triangle lets you wrench away a firearm and throw it with a bioelectric charge. The impact can knock down and stun enemies. I would prioritize this if ranged enemies keep interrupting everything you're trying to do. You're removing a weapon and turning it into crowd control.
7. Final Countdown | Level 15, one point.
A finisher gives back 40% of one Venom bar. This is where the combat loop gets particularly useful: normal attacks build a finisher, a finisher contributes energy, and the energy opens enemies up for more hits. Don't waste the refund by sitting at a full meter unnecessarily.
8. Let's Go! | New Game+, level 21, one point.
Adds room for a third banked finisher. The extra storage is flexibility, not an instruction to hoard all three forever. Keep a charge ready for a nuisance enemy, then spend what you need to keep the fight under control.
Combat skills: finishers and guns
· Games / Marvel's Spider-Man: Miles Morales