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If you're looking to avoid those, just don't do takedowns, and deplete their HP instead. You'll still get healed on kill.
"random"
Everything is scripted. You'll notice the same fights over and over in the same area always have an enemy getting a second wind... Just like enemies are scripted to only take X number of hits and block evade or avoid any hit after, even if they need to *cancel themselves out of a stun* to do it. lol.
e: Ah someone already mentioned it. Anyway, they're all scripted to happen in certain encounters. And you're right, you can avoid it by not doing takedowns... but their system is still inherently flawed and disinteresting and lends nothing to the fighting.
In Club after defeating flash kick you have 2 enemies opening door one of them can (but DOESN"T have to) get second wind, if he will not get second wind one of enemies in next encouter will get it (and if they will also not get it for sure guy with two ladies upstairs will enter it).
Didn't know that, but would make sense. The controls among other things make this such a pain to set up though, imo, and any time I did it, I had to force myself to and fight the game to get distance for the run up.
Your point would be more valid if you didn't try ending it with a vapidly backhanded comment, but as it stands your hobbyist armchair opinion is discarded.
I'll have to try that out then because I never thought of it, but again, kind of a pain with more steps and little payoff.
It's probably much easier to just beat em down to zero HP instead of the manbo jambo.
No I appreciate the info quite a bit and look forward to giving it a shot to spice things up. I rarely get to do running takedowns, so I might as well throw it for some flair. All, I meant was the controls and the combat design really didn't lend itself well to some moves, but like I said, I'm going to start playing with your tip.
Had a chance to play so gave the throw into running takedown a shot. Not sure if it truly avoids their second wind, but probably the first time I got a natural running takedown. Pretty slick, if nothing else.
As the player you can recover HP when you kill an enemy. Sometimes enemies in set locations regain their HP and go Super Saiyan when you try to execute them. They regain all their HP and structure instantly and become a little more difficult to fight as their combo strings get a little more intricate. You'll know they've gone Super Saiyan cos when you try to execute them they will fight you off instead of being killed like the animation usually does.