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There are now specific environmental objects that can be interacted with to perform instant takedowns on.
When gliding into the side of the building, Batman can do a short wall run before leaping off again.They have a number of techniques, including being able to resuscitate KO’d enemies (though they only have a set amount of charges that they will call out).They will also be able to electrify certain enemies, whose electrical current must be disabled before Batman can attack them.When running towards a ledge, you can press the crouch/dive button to immediately jump off the building into a dive.During a glide, you can now look above Batman to look along ledges to grapple to by holding L2/LT.Being held does not reset your combo meter Thugs can now charge at Batman from long distances.
This move is not blockable, requiring you to either jump over them, or toss a quickfire batarang to KO them instantly.Batman and his allies no longer have a special area of effect stun attack (Bat Swarm, etc) The Super Cape Stun (Cape Stun x3) can be upgraded to include an attack finisher as the enemy is thrown into the air. The Super Cape Stun can also be upgraded to be used by charging the cape stun button, rather than stunning an enemy 3 times in a row.If the Batmobile is nearby in combat, Batman can perform a batmobile assisted takedown, much like an environmental one.If he is not countered, you will have to KO him with no information gained.When facing an oncoming car, Batman can counter the car if timed correctly, jumping onto the hood and spraying explosive gel, then jumping off to watch the resulting explosion (the occupants will stagger out, stunned but alive! You can now wield enemy weapons like baseball bats and batons.