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My Personal suggestion - KISS - And the simpliest way to deal with them is through takedowns.
For situations where you simply can't give the brutes primary attention (because you have a higher priority target such as medic's) then I find it best to control them with gadgets. Freeze em in ice for a bit, use the REC to knock em down for a moment or pop some smoke on them to keep them stumbling about.
I find the best way to deal with brutes (and most encounters) is to be proactive. Letting them throw a strike -even if it can be countered- puts you on the backfoot, since it adds nothing to your multiplier, deals no damage and can still hit you even if you dodge (it doesn't stop when you redirect, unlike regular fighters).
Go straight to using the REC to make them hit others and launch a beatdown, counter an attack, THEN perform an instant takedown (this reduces the chance of dropping your combo even if you press it right). Or grab a bat (from a distance, so you roll to it instead of twirling it where you might get hit) and use regular strikes if you want a higher multiplier. Freezing them is an option, but they will eventually get out. AFAIK the special batclaw slam works on them just like regular thugs.
Use multiple takedowns then.
I vaguely recall once hearing or reading that the combat animations were tuned using a musical rythemn to keep the flow of combat moving smoothly.
I think the problem that I have in that challenge is that I lose track of which of the two brutes I'm fighting. I know it takes two takedowns each, but - and this is what happened in the vid I posted - I though that was takedown #2, and was confused as to why he was still standing. Freezing one would actually be a smart move, since I could then know that there's only one in play.
Which also makes it jarring when the brute shows up, and takes a swing at you with unexpected timing.
Thankfully, the militia brutes are very much on that rhythm, so while they're still tough, they're at least predictable.
AA was originally going to be a rhythm game of some sort, so even through its massive changes it always held that base.
Brutes kinda remind me of the knife takedown in AC in how jarring they can be. At least this time the knife attacks are sped up, especially ninjas on hard/NG+. As anoying as they can be, I think it helps highlight just what a threat they're meant to pose.
Thankfully, the brutes swipe animations are a bit less flashy than the ninjas. It's easier to visually process each attack, so it's easier to perform each dodge.