3D Melee Combat - RayCasts, Colliders or something else?

Hello. As I’m sure you’ve already seen from the title, I want to implement melee combat in my Hotline Miami-inspired, top-down 3D stealth/action hybrid. The problem is, I do not know what mechanic I should choose when doing so.

The melee combat should be simple enough - button mashing makes the character swing the weapon (think of Bastion), but later on the player would be able to parry enemies’ melee attacks with his own attacks or even deflect bullets.

Which of the aforementioned mechanics would be the most suitable for such a task? I’m partially leaning towards using colliders, instantiated during the attacks.
Thanks for reading.

You should have all the colliders prepared in prefabs. Then you can activate/deactivate them using animation frames and send hits on contacts. That’s basically how fighting games are made.

Thanks for replying.
Yeah, that’s exactly what I’ve been thinking. I’ll probably have more than a few melee weapons, each with its own collider.
I assume switching weapons would look like: destroy collider → switch current weapon → instantiate the new weapon’s collider and set it as deactivated by default.

All weapons your character have at hand should be instantiated at start from prefabs alredy with colliders and switching should be only enable/disable game objects.