Special Combo Takedown

The Special Combo Takedown is a Special Combo Move in the Batman: Arkham series. LIke other Special Combo Moves, it can only be used in combat situations. All characters can perform it, and when it is triggered, your character will immediately incapacitate an enemy (in most situations).

Among Special Combo moves, the Combo Takedown has the most animations, some of which involve your character breaking an enemy's arm or leg. Some enemies may be taken down with more specific animations, for example an enemy with a Stun Baton is taken down by being stunned with his own baton by your character.

Most enemies can be incapacitated with the Combo Takedown, except the following:
 * Titans, who cannot be targeted
 * Lieutenants and Enforcers, who cannot be targeted
 * Joker and Black Mask, who can repel it without damaging them
 * Martial Artists, who can counter it

You need to perform 2 Combo Takedowns on the Militia's Brutes to incapacitate them, unless you have depleted at least half their health by other means, for example with a Beat Down, or with a weapon. Additionally, if you attempt a Blade Dodge Takedown on Brutes, a successful result will be classed as Special Combo Takedown, not a Blade Dodge Takedown (although the gameplay effects are the same).

The Special Combo Takedown adds 1 combat multiplier, then rewards 50 points per multiplier. It counts as 1 Combat Variation.

In the Crime Alley hallucination in Batman: Arkham Knight, the Special Combo Takedown is temporarily replaced by the "Joker Takedown", characterised by a far more lethal set of animations (for example, breaking an enemy's spine with one's heel). Gameplay-wise, it is identical to the normal Special Combo Takedown.