Melee Weapons

All of the playable characters (or Supers) will have their own unique melee weapon to fend off the enemies that dodge bullets and get in one's personal business. Despite being unique, they are only cosmetic, and all melee weapons have the same hit range, attack speed, and deal the same damage. Stabbing somebody with a butterfly knife or punching them with knuckledusters is not and never will be an instant kill, and only some melee weapons are used in the normal Takedown animations*.

* Of note, Chivalry Takedowns are the major exception, as they revolve around the Melee weapon.

Takedowns
An almost instant kill, takedowns are 3rd person animations that will drop an enemy’s health down to zero, regardless of their health or damage resistance. By “almost” instant kill, it refers to the very short window of time a player has to save a person who is caught in said animation. The player, as the attacker, is not invulnerable, and if killed quickly enough, their victim will be spared with a very low amount of health left. The player, as the victim, will need to have a certain minimum amount of health left in order to survive the brutality; if one falls below that threshold, they will die regardless of what stage the animation is in. There are limitations to starting a takedown: one must have at least 10% of their Super already charged (excluding passive Supers, such as Cargo Pants), as most takedowns will use at least that much charge in order to perform one. The animations are unique to the Super used, and it is planned to have multiple for each Super for one can choose from. Another limitation to Takedowns will be the victim: for example, a player cannot start the animation against someone who has their Gravity Shield activated, nor can they start the animation against someone who is invisible.