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Combat skills: finishers and guns

· Games / Marvel's Spider-Man: Miles Morales

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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.

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