All-star overview
PlayStation owners have been enthralled with Kratos’s quest for vengeance since the first
God of War
title arrived in 2005, captivated by its addictive combat system and epic story. His iconic weaponry and vicious fighting style have carried over to
PlayStation All-Stars
to create an interpretation of Kratos that is the embodiment of SuperBot’s design goal: beginners can mash buttons to their hearts’ content with satisfying results, while advanced players can methodically chain together Attacks into impressive combos for massive AP gain. Kratos has little problems going toe-to-toe with nearly all of the All-Stars, but his Level 1 and Level 2 Supers are too situational to score consistently, and he struggles to close the distance on larger levels. To that end, your goal when playing as Kratos is to use his bread and butter combo (
,
,
,
,
,
(hold), (air)
,
,
) to build the 750AP needed to unleash his Level 3 Super, Rage of Sparta.
WHY DO YOU WANT TO FOCUS ON GAINING 750AP FOR KRATOS’S LEVEL 3 SUPER ATTACK?
- Kratos’s Level 1 Super travels a short distance and can easily be interrupted due to its slower start-up period, making it unreliable for consistent kills.
- His Level 2 Super has a large vertical reach but covers limited horizontal space, making it an inefficient method of scoring on all but the smaller levels.
- Rage of Sparta is active for 12 seconds and has a variety of Attacks that can reach opponents anywhere on any level, leading to huge score gains.
- Kratos is an AP-generating machine, with a multitude of simple execution COMBOS that build up Super Meter quickly.
WHAT ARE THE BEST METHODS OF GAINING 750AP QUICKLY WITH KRATOS?
- Kratos’s BnB combo earns 90AP on its own or 140AP after a counter, with a minimal execution barrier.
-
Absorb projectile AP values against ranged opponents using Spartan Charge (
).
-
Correct timing of Kratos’s counter (
) and Helios Flash (
) attack to add AP value to his BnB combo.
-
Use the jump cancel property of Kratos’s air
Attacks to extend aerial combos, with the ultimate goal of triggering the Infinite Avoidance System for an additional 30AP bonus.
Kratos is an excellent character to pick when you’re just getting started with the game. His Attacks take advantage of all aspects of the underlying rules of the combat system and serve as an excellent introduction to combos, cancels, and meter management awareness. Achieve mastery of Kratos’s attack options, and online opponents shall curse your name as the new God of War .
AT A GLANCE
Costumes
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Rundown
SUPER ATTACKS
OVERVIEW
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 1 | 150 | Divine Absolution | — | — | Dash stops short if opponent is in range |
Divine Absolution: Using the Blade of Olympus, Kratos dashes forward a short distance before executing a horizontal swipe for the kill. This Super requires Kratos to have relative safety from attack in order to be executed properly: even at point-blank range, it takes nearly a full second before the blade comes in contact with the opponent, allowing foes to easily interrupt the attack with a quick attack or throw. The dash covers roughly four to five character lengths on open ground but stops short when Kratos reaches the edge of a platform or gets near an enemy. To guarantee a scoring blow, catch your foes with Helios Flash and execute Divine Absolution before they have a chance to recover.
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 2 | 400 | Divine Reckoning | — | — | Hit box does not fully extend to top of screen |
Divine Reckoning: Kratos channels the godly power of the Blade of Olympus into a downward thrust, creating a massive tornado that extends practically to the top of the screen. However, Divine Reckoning covers a limited area of horizontal space and requires enemies to be directly above Kratos for the kill. This is a great Super to use on smaller stages with lots of vertical space, like Time Station, but it can be extremely difficult to score multiple kills on wider stages like Stowaways or Invasion. Save this Super for when the perfect opportunity presents itself, like being directly surrounded by enemies, or use it as a counter to punish enemy Supers.
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 3 | 750 | Rage of Sparta | 13 seconds |
: Spartan Fury;
: Spartan Spirit;
: Spartan Glory
|
Spartan Glory projectile auto-aims |
Rage of Sparta: Kratos dons the armor of his now-dead predecessor, Aries, and grows to double his normal size for 12 seconds. All of Kratos’s weapons are replaced with the Sword of Olympus, featuring three unique Attacks to decimate foes at any range. Spartan Fury (
) is a three-hit melee combo used to take out challengers in immediate proximity to Kratos. Spartan Spirit (
) is a diving sword slash used to chase down fleeing opponents, and Spartan Glory (
) fires a ranged projectile that auto targets enemies at a distance. You should consistently score three kills per Super at minimum, with more depending on the size of the current level and enemy positioning.
THROWS
OVERVIEW
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Furious Uppercut |
Right stick
|
15% | Unblockable; 30AP of super armor | Bounce | Combo starter |
Furious Uppercut: Kratos lifts his adversary into the air before sending out his blades to create a bounce reaction. As the only combo starter out of all of Kratos’s THROWS, be prepared to follow up the attack with
,
,
(hold) into the air combo of your choice. Be wary of performing this throw near other opponents to ensure that Kratos doesn’t get knocked out from this extended throw animation.
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Battering Ram |
Right stick
or
|
15% | Unblockable; 30AP of super armor; +20AP per opponent hit while running | Eject tornado; lift against enemies hit during charge | Kratos stops and throws at edge of platform |
Battering Ram: Battering Ram holds the distinction of having one of the few THROWS that can directly gain AP energy. Once an opponent is in his grasp, Kratos runs a half-screen forward, or the edge of a platform, before releasing his victim in an eject tornado state. Any foes in Kratos’s path during the charge are forced into a lift state, while Kratos banks an extra 20AP per impact.
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Cestus Slam |
Right stick
|
15% | Unblockable; 30AP of super armor | KD | — |
Cestus Slam: The Cestus Slam throw is designed to instantly shut down an opponent by quickly placing them in a knockdown state. Save this throw when facing an enemy with a full level or more of AP stocked up, as Kratos stands so close that he can instantly absorb the AP Orbs that eject from the challenger.
: SQUARE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Olympic Fury 1 |
|
5 | — | — |
,
,
|
— |
| - | Olympic Fury 2 |
,
|
5 | — | — |
,
,
,
|
— |
| - | Olympic Fury 3 |
,
,
|
30 | — | Eject tornado |
|
cancels to Olympic Fury 1
|
| 2 | Combat Grapple |
|
30 | Tracks opponent | Eject tornado | — | Kratos in aerial state after hitting enemy |
| 3 | Olympic Ascension |
|
20 |
Hold
to follow enemy
|
Full launch | — | — |
| 4 | Olympic Storm 1 |
|
10 | — | Sweep; lift (aerial foe) |
|
— |
| - | Olympic Storm 2 |
,
|
10 | Kratos changes attack direction | Sweep; lift (aerial foe) | — | — |
Kratos’s
Attacks utilize the Blades of Athena featured in
God of War II
and Ghosts of Sparta, gifted by the goddess herself once Aries was slain and Kratos assumed his mantle. In
PlayStation All-Stars
, the Blades of Athena serve as Kratos’s primary AP generators and are the key to creating brutal combos. Olympic Fury creates a looping three-hit combo string that forces an eject tornado state on its final hit. You should only go for the full Olympic Fury combo when dealing with multiple enemies approaching from either side, as the attack string’s ability to cancel into itself can swiftly clear space around Kratos. The real appeal of Olympic Fury lays in the cancel options of the first two hits — Olympic Ascension (
), Olympic Storm (
), and Plume of Prometheus (
) — that form the foundation of Kratos’s highest AP combos.
Olympic Ascension is the most direct method of launching opponents into the air and an exact replica of Kratos’s primary heavy launcher from his origin series. It has the unique ability of allowing Kratos to automatically follow enemies skyward on hit by holding
, allowing you to easily continue the combo without worrying about spacing. The auto-follow feature only counts as a single jump, meaning you can perform a jump cancel in your extended combo for even more AP.
Olympic Storm is a sweeping attack that forces foes off of their feet, opening them up to the attack of your choice. This attack is notably the first cancel in Kratos’s BnB combo, followed by two more hits of Olympic Fury before taking the battle to the air with Olympic Ascension. Olympic Storm can also cancel into itself, but the second hit causes Kratos to turn around and sweep behind him. This is a much faster option compared to looping Olympic Fury when sandwiched between adversaries. If an opponent tries to approach Kratos from behind in the middle of a combo, cancel into the second hit of Olympic Storm to redirect Kratos’s attention.
Combat Grapple (
) flings the Blades of Athena five character lengths in front of Kratos, locking an opponent in place as Kratos pulls himself in with a brutal shoulder charge. The blades auto-track opponents within a 45-degree cone in front of Kratos and can catch an enemy just above or below his current position. Aside from closing the gap between Kratos and his opponent, Combat Grapple can also be used to extend COMBOS by swiftly grabbing foes immediately after a wallbounce.
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Aerial Olympic Fury 1 |
Air
|
5 | — | — |
,
|
— |
| - | Aerial Olympic Fury 2 |
Air
,
|
5 | — | — |
,
|
— |
| - | Aerial Olympic Fury 3 |
Air
,
,
|
30 | — | Eject tornado |
|
— |
| 2 | Olympic Crash |
Air
|
30 | — | Eject tornado |
|
— |
| 3 | Cyclone of Chaos |
Air
|
5~30 | — | Eject tornado on final hit | — | — |
| 4 | Athena’s Revenge |
Air
|
20 | — | KD | — | — |
Air combos are a crucial part of both God of War and PlayStation All-Stars , so it’s only natural that Kratos is equally adept in both titles. Aerial Olympic Fury is a three-hit attack string ending in an eject tornado reaction, as with the ground version. At 40AP, landing the whole series of Attacks isn’t a bad finisher, but you can extend your combos using the jump cancel property of the first two hits.
Olympic Crash is a ranged melee attack that causes an eject tornado reaction worth 30AP on hit. Think of Olympic Crash as a direct way to use Aerial Olympic Fury 3, and as a means of creating distance between Kratos and his opponent. The Cyclone of Chaos turns Kratos into a spinning whirlwind of death, dishing out six hits before causing an eject reaction on the final hit. It can be used as an aerial combo ender, but you might want to go with a more powerful single-hit move if you’re about to cross the 100AP Infinite Avoidance System (IAS) threshold. The last hit to push a combo over 100AP triggers the IAS, and using Cyclone of Chaos means that’s exactly what you’ll earn. Why grab just 120AP with a bonus when you could have squeezed out 150AP and a full Level 1 Super?
Athena’s Revenge is an aerial shutdown attack that forces an enemy into a knockdown state immediately, regardless of height. When used as a jump-in attack, Kratos can clear the ground at his landing spot and get in position to charge Helios Flash to catch foes on wake-up. In the air, Athena’s Revenge serves your gameplan the best when used at the end of a combo, followed by air
to bring down the Barbarian Hammer on opponents’ heads.
: TRIANGLE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Plume of Prometheus |
|
20, 20 | — | Full launch | — | Second hit only connects at close range |
| 2 | Spartan Charge |
|
30 | Absorbs projectiles; awards projectile AP value to Kratos | Eject tornado | — | Can charge off platforms; charge stops when foe in range |
| 3 | Brutal Ascension |
|
10, 20 | — | Eject tornado (second hit) | — | — |
| 4 | Barbaric Crash |
|
20 | Impact sends flame projectile along ground | KD (hammer); full launch (fire) | — | Short forward hop can fall off platforms; hammer does not strike until grounded |
Kratos’s
attack group contains the last few Blades of Athena Attacks and starts bringing his hard-hitting secondary weapons into the mix. Plume of Prometheus (
) slams Kratos’s blades into the ground for a full launch reaction on hit. Similar to Olympic Ascension, only with twice the range and without any auto-follow ability, Plume of Prometheus should mainly be used to transition a combo from ground to sky. It’s entirely possible to force two or more opponents into the air thanks to the increased range; just remember that you have to input the jump command manually!
Spartan Charge (
) is one of Kratos’s few traversal Attacks, running forward with shield and spear in-hand that can cause an eject tornado reaction on hit. But don’t think you can send Kratos charging off into pack of foes with this attack, as it suffers from an extremely long recovery time on whiff. The Spartan shield Kratos wields is invaluable when fighting ranged characters. It can absorb projectiles, converting its on-hit AP value into more energy for Kratos.
The Nemean Cestus comes into play with Brutal Ascension (
), causing Kratos to attack up-forward with two strong hits. The range on Brutal Ascension is amazing, and the Neman Cestus can pass through solid platform, allowing you to attack any character regardless of the enemy All-Star’s position above Kratos’s head.
Barbaric Crash (
) brings the Barbarian Hammer crashing down on your opponents. Kratos hops forward for momentum and brings the hammer down over his head with an impact so forceful it creates a fireball that travels along the ground for almost half of the screen. Any enemies caught by the hammer’s head are forced into a knockdown state, while contact with the flame results in a full launch. The long start-up and recovery means it’s a bad idea to use this attack within close range of an opponent, so hang back instead and make use of the fireball to launch several adversaries in a row from a safe distance.
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Athena’s Fury |
Air
|
5~10 | — | — | — | Hits 360 degrees around Kratos |
| 2 | Spartan Glory |
Air
|
10~30 | Mashable | Eject roll (mash); eject tornado (mash, aerial foe) | — | — |
| 3 | Vicious Maul |
Air
|
30 | — | Eject tornado | — | Hits on either side of Kratos |
| 4 | Barbarian Might |
Air
|
20 | Impact sends flame projectile along ground | KD (hammer); full launch (fire) | — | Hammer does not strike until grounded |
In the air,
becomes Athena’s Fury: a 360-degree multi-hit attack using the Blades of Athena. Its range of attack is its only distinctive feature; otherwise, its slow start-up and recovery times make it impractical for most combat situations. Spartan Glory (air
) strikes at a down-forward angle, causing an eject reaction if the attack button is mashed. Much like Athena’s Fury, the slow start-up time of Spartan Glory prevents it from being a crucial part of Kratos’s arsenal.
Use Spartan Glory to catch enemies below Kratos when the distance or angle is too great for the Blades of Athena to reach.
Vicious Maul is an attack meant to move enemies away from Kratos’s position or to act as the final hit in a combo. It becomes active as soon as the lion heads of the Nemean Cestus leave their mounts, and it doesn’t enter its recovery phase until they return. The blue glow surrounding the lion heads gives away its active frames.
Activating Barbarian Might in the air is matter of keeping an eye on the ground and seizing an opportunity when you see it. On input, Kratos pulls out the Barbarian Hammer and immediately begins falling to the ground, with the attack becoming active once grounded. Watch out for stray enemies or projectiles, as Kratos can be hit out of the attack during his descent.
: CIRCLE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Golden Fleece |
|
20 | Counter (melee); reflects projectiles | Full launch (melee); crumple (projectile); eject tornado (projectile, airborne) | — | Golden Fleece transforms countered projectile to energy blast; long recover on whiff |
| 2 | Apollo’s Bow |
|
5, 10 (charged) | Chargeable; mashable; charged arrows pass through foes | Twitch (tap) | — | — |
| 3 | Icarus Ascension |
|
20 | Leaves Kratos airborne | Full launch | — | Action OK after wings disappear |
| 4 | Helios Flash |
|
20 | Chargeable | Butt-drop (tap); crumple or guard break (hold) |
,
,
(during hold)
|
Two-second charge; charge increase range |
Kratos has discovered many rare and unique pieces of equipment during his quest to bring down Olympus, and luckily, he brought a few with him to use in
PlayStation All-Stars
. The Golden Fleece (
) serves as Kratos’s instant command counter, returning melee Attacks with a ground slam that results in a full launch and reflecting projectiles as a powerful energy blast that causes a crumple effect. It has a slightly longer active window than other command counters, counterbalanced by a longer recovery time that guarantees an opponent is going to punish Kratos if you fail the counter attempt.
Apollo’s Bow (
) is a mashable and chargeable attack that unleashes magical arrows across the entire screen. Arrows fired by mashing
just cause a twitch effect and only serve to marginally slow down your foes. It is possible to use mashed arrows to milk AP from foes at a distance, but you’re better off trying to close the distance and land a combo. A fully charged arrow is worth 10AP on hit, passes through enemies, and causes a normal hitstun reaction. Fully charged arrows are a perfectly viable way to interrupt an opponent’s Level 1 Super from full-screen safety.
When you need to carry an opponent into the air with a heavy hit, then Icarus Ascension (
) attack can get you there. Kratos summons a massive pair of wings and jumps in an up-forward direction, causing a full launch on hit. Kratos is free to act once the wings retract, so be prepared to have Kratos double jump or perform another Icarus Ascension to catch your opponent before they recover.
Helios Flash (
) creates a flash of blinding light that places opponents in a butt-drop state or into a crumple when fully charged. A charged Helios Flash covers roughly twice the distance of the uncharged version, but either can be used as a lead-in to a massive combo or a guaranteed kill with a Level 1 Super. The charged version can also cause guard break against a blocking foe, proving that one cannot hide from the eyes of a god.
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Aerial Golden Fleece |
Air
|
20 | Counter (melee); reflects projectiles | Eject tornado (melee); crumple (projectile) | — | Long recovery on whiff |
| 2 | Aerial Apollo’s Bow |
Air
|
5 | Mashable | Twitch | — | Mashing reduces start-up between arrows |
| 3 | Icarus Ascension |
Air
|
20 | Can only perform once per air state | Full launch | — | Action OK after wings disappear |
| 4 | Aerial Helios Flash |
Air
|
20 | Fires downward at 45-degree angle | Grounded: butt-drop; airborne: lift | — | Cannot act until grounded |
All of Kratos’s ground
Attacks are available in the air and of course can be used in different ways. Kratos hangs in the air during the active phase of Aerial Golden Fleece, and its long recovery time means that if Kratos whiffs, he cannot act until hitting the ground. Aerial Apollo’s Bow loses its charge ability in the air and can only produce rapid-fire twitch arrows. This attack doesn’t help your game very much in the air, other than scoring a few extra AP if you have nothing else to do while Kratos is falling.
The air version of Icarus Ascension can only be used once per air state and should be used to give Kratos just a bit more time in the air when needed. The added height can save Kratos from falling off a ledge, give him a more advantageous position to land another attack or tack on more hits to the end of an air combo.
Aerial Helios Flash fires downward at a 45-degree angle, causing a butt-drop reaction when hitting a grounded foe or a lift reaction in air-to-air combat. Kratos cannot perform another air action after using helios flash, and a grounded opponent can recover before you have a chance to combo into another attack. Instead of comparing it to the grounded version, think of aerial helios flash as a way to control space and buy yourself time while you position kratos for another attack.
COMBOS
MAIN COMBOS
Note: All COMBOS assume your character is facing the right side of the screen.
I. Against grounded foe:
,
,
,
,
,
(hold), (air)
,
,
90AP; (with Counter or Helios Flash starter) 110AP +30AP IAS Bonus
Kratos’s bread and butter combo only uses a single attack button and serves as an excellent introduction on how to link different Attacks together. The first trouble spot comes after the
sweep; time the next two
Attacks to hit as the opponent falls level with Kratos’s chest. Remember to continue holding
until Kratos jumps to meet the target, and input the next three
Attacks once level with the opponent. When you reach a point where you can perform this combo in your sleep, start breaking it down and look for spots where can replace and work in different Attacks.
II. Against grounded foe, corner required:
,
,
(wallbounce)
, (double jump), (air)
,
,
110AP +30AP IAS Bonus
This combo requires Kratos and his opponent to be roughly five character lengths away from the wall to execute properly, but it illustrates how Kratos can take advantage of characters after a wallbounce using Combat Grapple. Start with a three-hit Olympic Fury to eject your opponent, and input
just as they’re about to hit the wall. Combat Grapple automatically tracks its target, so it should connect and pull Kratos up to their level. Double jump immediately after the impact and begin an Aerial Olympic Fury chain to finish off the combo. Depending on Kratos’s spacing and jump timing, you may have to turn Kratos around in order to connect the Aerial Olympic Fury combo.
III. Against grounded foe:
,
, double jump, (air)
,
,
100AP +30AP IAS Bonus
You don’t always have to rely on
to get Kratos into the air for bigger COMBOS; sometimes, the Icarus Wings can get you there. After Plume of Prometheus, wait until your opponent is at the peak of their launch reaction to activate the Icarus Wings. Double jump immediately after Icarus Wings connects and go for the standard Aerial Olympic Fury series to bank 130AP! If Plume of Prometheus catches multiple enemies at once, continue with the Icarus Wings and double jump follow up, but replace the Aerial Olympic Fury combo with Vicious Maul (
) to hit all opponents.
COMBO APPENDIX
| Combo | _+AP | Notes |
|---|---|---|
(wallbounce)
(hold), (air)
|
80 |
Requires wall. Press and hold
after the wallbounce to connect and follow the opponent into the air.
|
, (air)
, double jump,
|
70 | You can only perform one Icarus Wings per air state, but the ground version doesn’t count, essentially giving Kratos a triple jump. |
ADVANCED STRATEGIES
At medium range, Kratos can follow up a wallbounce with Combat Grapple.
At close range, take advantage of Olympic Ascension’s vertical reach to catch the opponent.
Utilizing Kratos’s amazing combos to their fullest is the best way to build massive amounts of AP quickly. The Ghost of Sparta has several options available to him to chain moves together, but Kratos can truly excel when there’s a wall between him and his target. Both Olympic Fury 3 and Spartan Charge can be used to cause a wallbounce, but what you use to follow up the attack depends entirely on Kratos’s spacing. Combat Grapple is the choice when at medium range, as its tracking ability guarantees a successful hit and pulls Kratos into the air. Have Kratos either double jump or use Icarus Wings to get a bit of extra height before starting the next attack.
At close range, Olympic Ascension is the attack to use. It has a surprising amount of vertical reach, and by holding
, you don’t have to worry about jumping at the right moment to catch up with your foe. Once you’ve got your adversary trapped in the air, finishing with Aerial Olympic Fury is going to give you the most AP for your buck, but if you still have a jump remaining, land the first two hits and jump cancel into
or
to add even more energy to your Super Meter. Every single ground combo in Kratos’ arsenal can benefit from the 20AP awarded on hit from Helios Flash or a successful counter attempt, bringing you one attack closer to triggering the Infinite Avoidance System and adding another extra 30AP to your goal.
It’s far too easy for Kratos to gain over 100AP in a single combo, but spending that Meter effectively can be a struggle, especially on maps with a lot of horizontal space. His Level 1 Super attack only covers a short distance and is easily interrupted by close-range melee Attacks or projectiles. However, like with any Super attack, don’t hesitate to activate his Level 1 if an opportunity presents itself for a free kill, such as an enemy becoming stunned by a Hazard or item. You can create your own opportunity using Helio Flash, as either version of the attack knocks your opponent down for a long enough time that a close-range Level 1 kill is guaranteed.
While it covers an impressive vertical range, Kratos’s Level 2 Super offers almost no horizontal coverage. This isn’t so much of a problem on smaller maps, especially those with a lot of vertical space, since these maps encourage players to fight in groups. Connecting Divine Reckoning on larger maps like Invasion or Stowaways is a problem, forcing you to wait out the competition until the opportunity presents itself to have Kratos rush in and activate the Super. If you notice enemies clustering together on a bigger map, use
to flatten them all with the Barbarian Hammer, and activate the Super while everyone is waking up Kratos’s Level 3 Super can be difficult to score with on bigger maps. Each of his Attacks is fairly slow and lumbering, giving savvy players the opportunity to have their characters dodge roll to safety. This problem gets worse on larger maps, since even Kratos’s projectiles are easy to roll away from. If you find yourself stuck in a situation where everyone is running away in all directions, pick the two enemies closest together and go after them first with
Attacks. Once they’re taken care of, focus on hitting your surviving opponent with
. The projectiles can track targets to a certain extent, ensuring that your initial shot fires at the right trajectory. After two shots, your previously slain opponents should have respawned and exited their invincibility grace period by then, so go for whichever All-Star is closest, and focus on maximizing your score.
Helios Flash can guarantee kills with a Level 1 Super.
or
,