Brawlhalla

Brawlhalla

135 ratings
How to improve fast for new and intermediate players
By Grandmaster and 1 collaborators
This guide is made to help lower ranked players (silver-plat) reach that higher rank and be closer to, or reach diamond. It will focus on improving your core gameplay and adding some elements to your already existing arsenal.
   
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Introduction


Salutations Exile

I've used a lot of other peoples resources for the stuff I didn't want to bother with writing myself. I also picked the best ones in my opinion. I will give them a shoutout in the end.

I will be adding more content as time goes by so feel free to ask me anything. Tatsumi#1717 is the discord tag.

Written guide covers topics such as:
  1. How to get diamond?
  2. Weapon tips and tricks
  3. Movement
  4. Spacing
  5. More if I remember
DISCLAIMER!:
I am in no means a great player but I can sure as hell try my best to help people!
My personal achievements:
- 2200 elo
- 3 years of experience

Now a word from our Brawlhalla veteran Blast:
"I ver gud at gam ask me ani qestshinn i no al baut dis game u bad" ~ Blast 2020

Before I start I should just say Dobrein made a better guide than me and I ll just take my time posting it here.

BEGINNER

https://www.youtube.com/watch?v=MavemDzzzGE

ADVANCED

https://www.youtube.com/watch?v=vqfvpHejUt0

MASTER

https://www.youtube.com/watch?v=zy6raQioFQY


This was made in order to target specific mistakes players make and some tips along the way. Also so I don't have to keep repeating the same answers and replies whenever someone asks me, I can just pull out this guide. My best weapon is blasters so I will put extra thought into them. For the other weapons I will give a brief summary of what I find useful as far as my knowledge of them scales. Without further adieu let's get straight into this. :)


The first thing you want to do when you start up Brawlhalla for the first time is go into training mode. Choose a character you like the look of, and get learning. Looking up combo guides won’t hurt, but don’t forget to work out some yourself. Even when you feel confident at the game, Training before Ranked, every time. Here’s some do’s and don’t for the first part of the game.

DO:
  • Practice, You won’t get anywhere by believing in the power of your dreams.
  • Stick with a character. Swapping constantly won’t help your game.
  • Learn your inputs. Inputting a light attack where you mean to heavy isn’t the end of the world. A heavy attack where you meant to light will screw you over.
  • Learn basic combos. Everyone should learn unarmed downlight to jumping nair. Practice this until you can pull it off with your eyes closed.
DON’T:
  • Go straight into ranked. You’ll lose all hope.
  • Expect to be good at this because you play Melee/RoA/Whatever. It’s a different game.
  • League players aren’t at home in DOTA or HotS, fighters are no different.
  • Get disheartened. No-one’s amazing to start with. Even top-level diamond players started off as a lowly bronze scrub.

With Friends

A group of friends is the best place to practice Brawlhalla when you want to learn movement patterns. Ask on the subreddit or the forums here for a sparring partner if you have no friends.

DO:
  • Test out dumb stuff. Some things you won’t expect will work on some people, so always use them as a possibility.
  • Mix up your game. Don’t use the same combo over and over again.
DON’T
  • Get salty. These are your friends, not your rivals.
  • Be afraid of sucking. If they’re the same level, they probably suck too. You can suck together



Ranked

Ranked is the big beast here, and probably the most used in the game. You need to be good here. You’re not going to get far just spamming. Well, not past gold, anyway. The only thing you need to do here is put into use all the things you’ve practiced. Combos, setups, and reads are all important. As is saying gg at the end of a match no matter what. Lost? Say gg. Won? Say gg. Did opponent spam their off? Say gg. It’s polite, you just do it no matter how salty you are.

The main bit of advice for ranked, however, is to learn from every loss. If you’re new, or even if you’re old, your train of thought when you lose is most likely:

Damn, I lost. Well, better luck next time.

What it should be is : Damn, I lost. What part of the strategy beat me though?

If you think like this, you’ll learn from every mistake. If you’re against a spammy player, you’ll have noticed a long cooldown, or being able to jump above the sig (a common theme). Use this next game, and jump above sigs. If you see a tendency for people to dodge behind you when you’re charging, act on that and sig the other way!


General Terms

- Neutral Game:

The state of the game when both you and your opponent have all of your options available to you.

- True Combo (or just combo for short):

A series of attacks that have no dodge windows.

- String:

A series of attacks that have dodge windows.

- Dodge Window:

A period of times measured in frames that you have to dodge out inbetween stringed attacks.

- Gimping:

The act of killing someone early, traditionally done by going deep offstage and getting rid of all of their options.

- Edge guarding:

Guarding the edge of the map to try and get a kill on your opponent(s).
Basic moveset and controls


Now this is just an example of how I play and shouldn't be a template for what are the best or worst controls. At the end of the day they don't matter but there are some things you should look out for.

- Pick up with light attack

Make sure you have pick up with light attacks turned off. What this does is prevent you from accidentally picking up a weapon when there is one in front of you, instead of attacking.



- X-pivoting

Probably the best way to do those is to have "Prioritize neutral over side" turned on which enabled you to do them.



Some terminology regarding combos or strings(aka names of each moves in the game):

Types of attacks

- Neutral Light (or nLight for short):

An attack used by pressing the light attack button without a direction input or by pressing up.

- Side Light (or sLight for short):

An attack used by pressing the light attack button while holding the left or right directions.

- Down Light (or dLight for short):

An attack used by pressing the light attack button while holding the down direction.

- Neutral Air (or nAir for short):

The same thing as an nLight just in the air.

- Side Air (or sAir for short):

The same thing as a sLight just in the air.

- Down Air (or dAir for short):

The same thing as a dLight just in the air.

- Recovery (or REC for short):

This move is used by pressing any direction in the air except for down, all weapons recovery attacks travel the legend upwards to recover to the stage, hence the name.

- Ground Pound (or GP for short):

To execute this move, hold the down direction and press the heavy attack button, this move will go as long as you hold the down direction or until you hit the ground.

- Signature Attacks (or SIGS for short):

Signatures are attacks that can be used on the ground by any legend with any weapon, the attacks can be changed by directional input just like light attacks, they also follow the same naming terminology (nSig, sSig, and dSig). However, no legends have the same signatures, the sigs are one of the defining features of each legend. Signature attacks are executed by pressing the heavy button and a direction while on the ground.

- Heavy Attacks:

Heavy attacks are the same as signatures just for the unarmed moveset, all legends have the same heavy attacks.


Types of Dodging

- Normal Dodge (or just Dodge):

A dodge that's available to you with no momentum needed and can be angled in 8 directions, it's main purpose is to escape strings or failed combos. This type of dodge has a cooldown of 1.33 seconds on the ground and 3.23 seconds in the air.

- Spot Dodge:

A normal dodge with no directional input.

- Chase Dodging (or CD):

A chase dodge is two speed dodges strung together, it's purpose is to enclose space. It's a speed dodge obtained after hitting an opponent. This type of dodge can also be cancelled after the first dodge into a spot dodge or an attack, when you cancel into an attack you will be invincible until the first hitbox of your move comes out.

Types of Dashes

- Normal Dash:

A spacing tool best utilized for unreactable approaches and mixups. This can be done by pressing foward or down (or both) and dodge at the same time.

- Back Dash:

A dash that sends you backwards. This type of dash is slightly different as it doesn't move as far as the normal dash and has a bit of lag before being able to input a jump or attack.

- Sprint:

Sprinting is basically a dash that you're able to control the distance of (as long as it is longer than a normal dash). This is the fastest way to move in the game. Sprinting is executed the same way as a normal dash except that you hold it for as long as you want to perform the sprint.

Special Techniques

- Ledge Cancelling:

This tech is exclusive to dLights and dSigs, this tech is used to speed up the process of doing a dLight or dSig on a ledge. It's done by doing an attack as soon as your legend's foot is at the same level as the ledge.

- Gravity Cancel:

This tech let's you do a grounded move in the air by spot dodging in the air then immediately doing any attack.

- Slide Charge:

A slide charge is a tech that allows you to slide off the stage with any chargable attack once you have some momentum. Keep in mind some sigs are not slide chargable.

- Reverse Slide Charge:

The same thing as a slide charge except you turn around right before walking off the stage. This tech also doesn't work with some sigs.

- Dash Breaking:

A tech that allows you to perform a dash that moves you foward the normal distance but does not slide at the end like a normal dash. This is executed by holding backwards after performing a dash.
How to pick a main

People will in general tell you to just pick whatever looks the best to you but I fully disagree with this. You should pick a main based on his weapons rather than looks even if you're a new player.
Key beginner weapon that you want to look for:
- sword
- spear
- bow
- hammer

With this in mind, you can now pick a legend you want to main. I advise staying a mile away from weapons such as:
- SCYTHE[/i] - the hell with it
- Cannon[/i]

My personal picks for beginners are Koji and Hattori. You really can't go wrong with these two. Both great weapons and signature kits.
Glory and Peak elo
This is pretty self explanatory but whatever peak elo you get, no matter the gamemode, your rewards will be based around it.



In this example we can see that this player's peak elo is 1463 and his rewards will be accordingly gold. Even if he loses gold and drops back to Silver, he will still keep his gold border, avatar and glory for the end of the season based on his peak.



Here we see a player just hitting platinum. His peak is 1681 and his rewards at the end of the season will be for the Platinum rank no matter how much he loses.

Ranked – FAQ

For easier navigation and credibility of the information, this was pasted from the official Brawlhalla site

This is a link to the Glory calculator that does all the work for you - https://www.brawlhalla.com/glory-calculator/

1) What happens at the end of a ranked season?

When a ranked season ends players get new Avatars, Glory and Borders as rewards for their accomplishments in ranked during the season! Glory can be used in the Ranked section of Mallhalla to get special Colors and Weapon Skins to show your dedication to your favorite Legends. We hope you enjoy your rewards and enjoy the New Season!

2) How do I calculate how much Glory I’ll gain at the start of the new season?

Glory earned is based on a combination of your Highest Peak Rating (highest 1v1, 2v2, team, or Legend rating/Elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory.
You gain 20 Glory per win up to 150 wins, which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less.


3) What does a ranked reset mean?

A ranked reset functions to mark the start of a new ranked season and compress the distance between the highest Elo players and lowest Elo players to foster more competition and new mountains to climb.

4) Why is my Elo the same as before the reset?

If your 1v1 Elo or your personal 2v2 Elo (the Elo that doesn’t change dependant on teammate) is below 1400 at the end of the Season, then we don’t reset your Elo.

5) How do I calculate what my new Elo will be at the start of the new Season?

The equation to estimate Elo changes above 1400 is:
New Elo = 1400 + (Old Elo – 1400) / (3 – (3000 – Old Elo) / 800)


6) How do I calculate what my new Team Elo or Legend Rating will be at the start of the new Season?

Under 2000 Elo at the end of the Season: New Elo = (Old Elo + 375) / 1.5
Over 2000 at the end of the Season: we aggressively brought you back down as a way of resetting the top tiers. Diamond level teams and Legend Ratings will be reset to high gold or low platinum.


7) Is there more that comes with the new season?

Season Glory gets allocated at the start of the new season! Glory can be used to buy exclusive ranked items like Skyforged or Goldforged Colors and Weapons. Glory can only be obtained by participating in ranked 1v1 or 2v2.
Players also earn Ranked Borders and Avatars based on their Highest Peak Rating. Borders will last one season and will be updated again after the new season comes to a close.


8) What are the minimum requirements for Glory?

The only requirement is a minimum of 10 games played in the Season.

9) What are the minimum requirements for Ranked Borders and Avatars?

The only requirement is a minimum of 10 games played in the Season.

10) What are Tiered Ranked Avatars?

For players who have reached a certain rank or higher multiple seasons, they earn progressively higher tiered Avatars that will stay in their inventory permanently!

11) What are the possible Avatars I can earn?

Competitor’s Badge: Awarded to anyone who plays 10 Ranked Games or more in the season.
Gold Emblem: Awarded to players who reached Gold or above.
Platinum Emblem: Awarded to players who reached Platinum or above.
Diamond Emblem: Awarded to players who reached Diamond.
Upgraded versions of Ranked Avatars are awarded to those who have earned the same Avatar in any previous seasons.
How to dodge
Generally as you go up the ranks you'll notice how people's dodge habits change.
What I've noticed is lower ranks such as silver-gold generally either don't dodge or dodge in a very similar pattern. On the other hand beginning from plat and all the way up to pro level, people tend to mix up their dodges in order to be unreadable to the opponent. The real issue is you can't really randomize your instinct and way you dodge in a clutch situation. So how we train this? Well the simple answer is with practice and experience sadly. You will have to play X amount of games to drill yourself to dodging correctly or not panicking when forced into a corner.

While in the air you have 8 options for a dodge, [ up , down , left , right , diagonal up-right , diagonal up-left , diagonal down-right , diagonal down-left ]. On the other hand, while grounded you can only spot dodge. You can also dash forward and then hit spot dodge which allows you to slide a bit with you dodge which could be good for punishing but more on that later.

How you want to dodge is based on a few key factors. The first one would be where your opponents attack is going to come out. With that in mind you also want to dodge in a way where you are in an optimal position for a counter punish. Usually you also don't want to repeat the same dodge pattern since your opponent can simply punish you hard for it hence the mix up is viable and very important.
If you're determined to improve then you will have to get better at dodging. I haven't been able to find a guide specifically talking about this but if I do I will link it here.

Tips:
1. If you dodge after you have just hit someone then you will do a dash that takes you further than a normal dodge. This can be used to get back on the map after a ground pound (down attack) or to follow up with an extra attack in a string/combo.
2. If you dodge in the air when you aren't moving you do what is called a gravity cancel and are then able to use one of your normal/ground attacks, however this does reset the cooldown of your dodge.
3. To get maximum distance out of your dodge when trying to recover (get back on the map) dodge up and right/left so you will get to go the same distance left/right as you would with a normal dodge but also get to go the distance of an upward dodge.


I should mention Cosolix released a video on this subject.
https://www.youtube.com/watch?v=HW80xCqYA40
Common weapon combos or strings



Here's big list of all the combos i could find in the game as of patch 1.8.6. Please note these are true combos, there are allot of setups/sequences which give you a big frame advantage however allot of them are dodge escapable (katars come to mind). Due to the way dex works, you recover from your moves earlier if your dex is higher, meaning high dex character have more combo potential and require less strict input timing. The higher a characters strength, the harder certain combos become at higher damage values, due to the characters being launched further away. Some characters have more combos than others due to all these aspects. If there is anything i may have missed please let me know.

Unarmed

Dlight into NAir - Really good because every character can do it. Dex 3 characters are currently bugged with NAir as the last hit is dodge escapable and will probably be fixed next patch.
Dlight into Rec - Great kill move at red health
Dlight into Dair - Good for pushing people into edge guard situations. Wouldn't recommend doing it into the ground because dive kicks are punishable at white-orange health
Dlight into SAir - must be dex 5 or above. Great for kills.


Sword

DLight into SAir - Best for racking up damage and keeping up pressure at non red health.
DLight into Rec - Great for kills at red health
DLight into NAir - Great for roof carries and getting kills at orange-red health
DLight into DAir - Can knock opponents into edge guard situations

Hammer

Dlight into Turn Around Dair - Works at white-orange health, sets up a vertical position
Dlight into SAir - Great for kills and damage
Dlight into NAir - Great for kills, damage, and setting up a vertical position
Dlight into drop into Rec - I don't know if this is useful because it only works at white-yellow health, but might have some interesting applications

Rocket Lance

SLight into NAir - Great damage, most reliable.
SLight into SAir - Good for pushing opponent into edge guard situations (P.S it should be 1 dodge frame)
SLight into Dair - I think this one might be bugged, if you hit in the sweet spot between two hit boxes you can do double damage and deal 60+ damage. Otherwise it could deal 20-30 if used sloppy.
SLight into Rec - Great for kills.

Spear

DLight into SAir - Requires 4 dex or higher.
Falling Sair into Nlight - works on white only
dLight - GC+dLight - sAir
sLight - dLight - GC+dLight - sAir
dLight - GC+sSig / GC+dSig ( risky, easy to dodge/overuse, but punishes down-dodgers or spot-dodgers easily)

Katars

DAir into ground lights - Good for keeping up pressure
All katar combos only work at white-yellow health. The Katar DAir is a little buggy due to how the last hitbox is what does the most damage. However at orange health and above characters fall out before the last hit connects.

Guns

Dlight into Slight - only works on low damage
Dlight into Sair - possibly best combo for guns
Dlight into Recovery - can get a bit tricky but with enough practice it is one of the best kill tools on guns
Falling Sair into Nlight - really good for free chip damage
Falling Sair into Slight - great for applying pressure
Nlight > chase dodge > Nair - Free damage and it forces a dodge out of the opponent
Dair into Sair

Axe

Slight into Nair - best axe damage stacker
Slight into Nair into Gravity Cancel Dlight - this is if you feel extra sassy and know the enemy wont dodge or used his dodge

Bow
Dlight > Nlight
Dlight > Jump Nair
Dlight > Jump Sair
Dlight > Recovery - only works at higher damages
Slight > Dlight > Any of the above

Cannon
Slight > Dair > Nlight > Sair > Recovery - Good for white-light orange
Nlight > Slight > Dair > Slight > Sair > GCslight > Recovery
Slight > GC Slight > recovery is good for red/deep red

Scythe
Nlight > Jump Sair
Nlight > Recovery
Nlight > Jump Sair > Jump Nair > Jump Sair
Nlight > Jump Nair > Jump Sair > Jump Nair
I don't play scythe so if you know more strings please mention them

Orb
Slight > Sair
Slight > Dlight
Slight > Dlight > Nair > Recovery
Nlight > Dlight > Sair or nair
Slight > Dair > Sair

Gauntlets
Dlight > Slight - true
Dlight > Slight > Recovery - 3 frames
Dlight > Slight > Nair - 3 frames
GC Dlight > Recovery - true
GC Dlight > Nair - true
Nair > Recovery - 1 frame
Nair > GC Dlight > Nair or Recovery - 3 frames between Nair and the GC
Dlight > DJ Nair - true
Attacks that combo or string into signature moves
Bodvar
- hammer: dlight > ssig - 2 frames
Cassidy
- hammer: dlight > nsig - true (works until 260 damage)
- blasters: dlight > cd nsig - 1 frame
Cross
- gauntlets: dlight > nsig or ssig - 5 frames
Diana
- bow: dlight > nsig - 2 frames
Dusk
- orb:
nlight > ssig - 4 frames on white
slight > nsig - 2 frames
Ember
- bow: dlight > nsig - 6 frames
Fait
- scythe: nlight > nsig - 7 frames
- orb:
slight > nsig - 5 frames
slight > dsig - 4 frames
Gnash
- hammer: dlight > nsig - 9 frames, I wouldn't include this if it wasn't for the amount of dodges it covers
Hattori
- spear: dlight > gc nsig - 9 frames (it's tempting but only useful if you got a dodge read)
Isaiah
- blasters: nlight or slight > nsig - 8 frames
- cannon: dlight > nsig - 3 frames
Jhala
- axe: dlight > nsig - 1 frame
Koji
- bow: dlight > nsig - 1 frame (dlight needs to hit very close)
Kor
- hammer:
dlight > nsig - true
dlight > ssig - 5 frames
Lin Fei
- cannon: dlight > nsig - true
Lucien
- katars: slight > ssig - 4 frames
Mordex
- gauntlets: dlight > dsig or ssig - 7 frames
Queen Nai
- spear:
slight > nsig - 5 frames
dlight > gc nsig - true
Nix
- scythe: nlight > nsig - 7 frames
Onyx
- gauntlets: dlight > dsig - 2 frames
Orion
- lance: slight > nsig - 4 frames
- spear: dlight > gc nsig > 3 frames
Petra
- orb: slight > nsig - 6 frames
- gauntlets: dlight > ssig - 4 frames
Ragnir
- axe: slight > nsig
Rayman
- gauntlets: dlight > ssig - 1 frame
- axe: slight > nsig - 4 frames
Scarlet
- hammer:
dlight > nsig - 2 frames
dlight > dsig - 5 frames
Sentinel
- hammer:
dlight > nsig - 6 frames
dlight > ssig - 4 frames
Teros
- hammer: dlight > nsig or dsig - true
Thor
- hammer:
dlight > nsig - true
dlight > ssig - 3 frames
Volkov
- axe: slight > nsig - 1 frame
Lord Vraxx
- lance: slight > nsig - 5 frames
Wu Shang
- gauntlets:
dlight > ssig - 4 frames
dlight > cd dsig - 3 frames
Yumiko
- bow: dlight > nsig - 6 frames
Zariel
- gauntlets: dlight > ssig - 2 frames
Artemis
- scythe: nlight > nsig - 6 frames
- lance: slight > nsig - 6 frames
Asuri
- katars: slight > dsig - 4 frames
Azoth
- axe: slight > nsig - 6 frames
Barraza
- blasters: slight > nsig - 6 frames
Brynn
- axe: slight > nsig - 7 frames
- spear: dlight > gc nsig - 2 frames

Keep in mind that anything that has 2 frames and under is very spammable. Anything above this is a hard dodge read and a good kill option.
Weapon throw strategy
In general weapon throws are an amazing concept even tho a lot of people complain about them.
Weapon throws can be used either Defensively or Offensively.

Defensively

- Air Throw Down - while in the air you can toss the weapon downwards to catch your enemy offguard and get a combo in or a recovery or simply to defend yourself if you feel a recovery or attack is coming from below
- Offstage throw upwards while near the edge - this is good for covering up your enemy's attacks from above and letting you go back to stage safely. Very usefull tho works best with long weapons since every weapon has it's own hitbox (lance, hammer, spear, cannon)
https://gyazo.com/2a09521f63166074a9197dd5caad02b1

Offensively

- Throw towards your opponent - this only works if you're certain your opponent is recoverying or won't dodge. It's honestly a great approach option since you go into a full combo after a pickup or get chip damage. Not to mention it's very safe and the only downside is you lose a weapon which will spawn back soon anyway.

Movement and how to implement it


How I see movement is as a mechanical skill that you just need to get comfortable with. It has a lot of advanced inputs but more times than not it's all about you implementing dashing into your core and raising the level of it. Movement is for me a completely different concept from spacing, but it with a good core(movement) it really does enhance the spacing ability. Lower elos such as silvers , golds and platinums have a harder time of grasping it or using it to it's full potential.

Beginner section:

First stage for me would probably be to just learn to dash dance and to see how you feel about it. After that I would advise trying to dash forward and do an attack and see how it feels. Most silvers have this tendency to almost not use dash at all. They will simply jump around and try to hit the opponent from thin air. What's great about dash and probably the core feature that allows the game to have such a high skill ceiling is the dash jump. Inputting this properly may take some time but after a lot of practice it should be your go to for either a quick aerial attack or a fast pressure output. To input it you simply hit dash and immediately a jump. Other thing lower elos will do is spam attacks on the other side of the stage or away from you. A great brawlhalla player knows how to punish well so what we will do is implement a dash into an attack that I just mentioned and punish his missed attacks. On a lot of weapons, the dash jump can lead into really great follow ups like a hammer dash jump sair or a sword dash jump sair. That itself should probably rank up silvers up to gold considering how low the players movement awareness is at that elo range. I will probably play a few games in silver to see some more common mistakes but further on that later on.

Intermediate players:

A really defining feature of the dash would most likely be the dash jump fast fall and dance dancing used to bait out an opponent. Now dashing is a great tool for offence but what it can do well is back dashing or dashing in general away from hits and dashing back in for a quick punish. I see so many players not being patient enough, dodging poorly or not dodging at all and getting hit by the simplest moves. Dash throwing is a great strategy and I not many players use it. Can't approach a player? Dash throw ur weapon into an attack (I would gif what I'm talking about but sadly gayzo is not good for this). You can dash throw off a platform too, diagonally downwards towards the opponent and it's honestly great for pressure build up. One more thing before I forget it, but dashing really close to the edge can drive people insane and they will more often than not try to punish it. But baby you learned that back dash into a forward dash punish and is that match already over. I love me some dashing. Okay no more.

Now I wanna talk about ledge cancelling. Now this is one tricky bruh and it took me ages to figure it out but all you're initially doing is jumping, and as soon as ur characters legs touch the platform, you hit that dash. It will take some time but you will get it. Ledge cancelling is really advanced and it can lead into a lot of turn arounds and neutral game breakers but more often than not it won't be too useful in the lower elo games. This doesn't stop us from implemening it tho. On a lot of maps that are platform based, they allow u get to the weapon spawn location faster and apply pressure. Crazy right? My usage of them is based on either ledge cancelling fast into a throw or to ledge cancel a weapon move and punish a really floaty player (cough lance).

You can also X-pivot with dashing but that only benefits weapons like blasters, lance.. etc.

Chase dodging can be summed up really fast. You only get it after you hit your enemy and you input it by holding a directional key and mashing dodge. I almost never see players in lower elos use chase dodges and it's just a waste. It has such a great potential. It's like dashing but in the air. More often then not it's used to either apply pressure or to follow up your attacks. For example sword > dash slight into chase dodge nlight.

Cosolix covered this topic very well in his videoes:

https://youtu.be/ZVxjk4FDxQg

https://youtu.be/VibHTIelQ48

TL:DR What should you focus on:
If you're a new player, learn how to: dash into attacks and dash jump into attacks or to dash in general and implement chase dodges into your plays. Dashing into attacks makes ur move so much faster and covers way more area.
Intermediate: dash jump fast fall for pressure, dash throwing into a weapon pick up attack or to approach the enemy and apply pressure and ledge cancelling into attacks or moving to the enemy faster and well you got it, pressuring em. Chase dodge in and out, diagonal after a few hits, just to confuse the enemy, apply pressure and get that edge over em.
Recovery to stage


I will just paste what a great guy from reddit took time to write about recovering to stage for golds. Shoutout to u/Logec! Great guy.

Target group: Gold

About: When you have a feel on how to play on stage, you should be familiar with one of the aspects in the game. But what will you do when you get hit instead? If you just recklessly waste your jumps, you'll just lose the stock that you could've possibly extended for a longer period of time. This guide should give you a rough idea on what you can do when you're on the receiving end of your opponent's attacks.

Explanation: Recovering in Brawlhalla is the act of getting back on stage after getting knocked off of it to the side of the screen in an attempt to save yourself from losing a stock. While this may seem trivial, mastering this can increase your chances of winning as it gives you additional chances to turn the game around to your favor.

When you're knocked to the side of the screen, there are a variety of options that you can choose from depending on a number of factors. What you have to keep in mind is how far away from the stage you're sent, your height compared to the stage and its walls, how many jumps you can use, what weapon you have in your hand, and the position of your opponent as well as how they try to approach you. Once you have evaluated these factors, you can decide on what your next move will be when trying to recover back on stage.

If you're knocked very far from the stage to the edge of the screen, you'll have to use your jumps to get back towards the stage. You can also use your dodge to stop the momentum towards the edge of the screen. It can be a life saver from time to time and it should be off cooldown by the time you're close to the stage. If you have a weapon with attacks that moves you without expending your jumps, it'll help you greatly. Example for such moves are lance sair and katar dair. Once you're close to the stage, you can start thinking about how to land.

There are generally two types of recoveries that you have to think about, high recovery and low recovery. High recovery is when you recover above the stage while low recovery is when you try to recover below the stage height as shown here. Choosing from either of these two should be decided depending on the factors mentioned above.

High recovery is straightforward. You approach the stage by jumping above it and try to find a safe place to land. You can do it by outmaneuvering your opponent using your jumps, dodge and the attacks that you have in possession. Your opponent will try to prevent you from landing by juggling you as much as possible, so predicting how they approach you plays a big role in this. You can also throw your weapon at your opponent if you have one, but I wouldn't recommend it if you're not very comfortable at playing unarmed since there's a risk of you losing the weapon during the process.

Low recovery is somewhat more complicated. What you can do from here depends on how many jumps you have and if your dodge is off cooldown. First off, your opponent will expect you to touch the wall at some point while you're trying to recover. To prevent you from recovering, they'll try to use a move such as ground pound on you to knock you straight down, making you lose your stock. To prevent this from happening, you can use a few jumps to get around this with some distance to the wall so that the ground pound won't hit you.

If you feel especially devious, you can also hit them back while they're during their ground pound animation to knock them down, turning the tables and force them to attempt recovering instead. If they expect you to get around from a distance from the wall, they can adjust their ground pound position so that they'll hit you there instead. In that case, do the same but stick to the wall this time. Alternatively, you can use your weapon to throw it up and stop their attempt to knock you down while giving you access to unarmed recovery, which is in my opinion one of the best recoveries in the game for recovering back on stage.
Neutral game


As we said previously, Neutral game is the state of the game when both you and your opponent have all of your options available to you and are spacing each other out.

Typically as with every fighting game, in neutral you want to only use moves that are hard to punish and quick. So in other words low reward low risk. Dash dancing is a good way to break the neutral and get your opponent to over extend.

BIG TIP

For the love of God control yourself. The biggest mistake I see people do is they use moves when the enemy isn't even close to them. This is the worst thing you could ever do and will always be punished for it. Be patient and think about your opponents possible attacks. This is tip for every fighter game not just brawlhalla. Imagine using moves randomly in Mortal Kombat. You would be severely punished. You really want to look for safe combo or string starters but not spam the same one over and over again!
Best legend stances


Best stance video for every legend so far I've seen but I will write it out if you don't want to watch it fully.

https://www.youtube.com/watch?v=uK1qFtRjSK0

EphiBL also made his more in depth guide on the raw stats so you may wanna check it out.

https://m.youtube.com/watch?v=m5FTy6-lRyM

Strength influences raw damage numbers on all non-sig attacks, as well as knockback, or force

Dexterity only affects one thing: recovery frames. and not all weapons are equal in this. I don't believe they affect sigs at all. if that is true, 3 weapons (bow katars and sword) actually have no difference between 8 dex and 7 dex (a dev posted a table a while back), so this is not as important at the minor levels. where it is, is when you're an ada facing a gnash. theres a bit of a difference there.

Defence is essentially the opposite of strength. it reduces the damage you take, and the force you recieve (and therefore the ammount of hits needed to KO you).

Speed affects HORIZONTAL (not vertical) movement speed. the only time this would really affect you is if you're trying to outrun a lucien as nai, or if you're in that weird position where you're way off the side of the stage and need to ration your jumps to come back.

Bodvar - speed - defence
Cassidy - defence
Orion - defence
Vraxx - defence
Gnash - dexterity
Queen Nai - speed
Hattori - defence - base
Sir Roland - speed
Scarlet - speed
Thatch - defence
Ada - defence
Sentinel - base - speed
Lucien - strength
Teros - dexterity
Ember - defence
Brynn - defence
Asuri - strength - base - defence
Barazza - speed
Asuri - defence
Azoth - speed
Koji - defence
Ulgrim - dexterity
Diana - speed - base - defence
Jhala - defence
Kor - speed
Wu Shang - speed
Val - base - defence
Ragnir - speed
Cross - dexterity
Mirage - defence
Nix - base
Mordex - defence
Yumiko - defence - base
Artemis - defence
Caspian - defence
Sidra - base - dexterity
Xull - speed
Kaya - base - speed
Isaiah - speed
Jiro - defence
Lin Fei - base - defence
Zariel - speed
Rayman - base
Dusk - defence
Thor - base
Faith - defence
Petra - defence
Vector - base
Volkov - base - strength
Onyx - base
Mistakes per Rank
I've sadly had to play under a different account to go thru each rank and see what their biggest flaws were so here is a short list of what I noticed.

SILVER RANK

low/mid/high
-dashing non existent
-too many sigs
-doesn't know any combos or strings
-doesn't know which attacks to open up with
-doesn't recognize safe/unsafe attacks
-doesn't dodge in most cases
-doesn't know how to approach the weapon at match start
-doesn't know weapon air moves to come back to stage
-edge guarding consists of jumping off and ground pounding
-uncomfortable offstage
*note to self: they do these things less the closer the elo gets to gold

GOLD RANK

low (1-2 bars)
-not utilizing weapon throws
-spamming sigs when the enemy is not near is still an issue
-doesn't use dash consistently
-more consistent when it comes to combos
-dodges more but very predictable (if offstage then to stage, either away or spot dodge)
-not creative with ways to approach(doesn't know approach options or whats safe to use or not)
-ways of coming back to stage too predictable, mostly inwards dodges

mid (3-4 bars)
-same issues as low
-simple dash in and out baits them into an attack

high(full bar)
-same as mid in general just more consistent
-a bit too aggressive

PLATINUM RANK

low (1-2 bars)
-biggest issue I've seen here is impatience and throwing moves out randomly
-still no concept of edge guarding and building pressure
-stage control not present

mid/high
- overall impatience
- not aware of opponents moveset
- neutral game very easy to win

DIAMOND
- only God can help you here
-low diamond is the same as high plat all the way up to 2100

Weapon Matchups
Special thanks and resources used!
If you've come this far I just want to take some time to thank people who helped me with some of the info needed for the guide. I will also be updating this guide as time goes on with more information appropriate for this topic.

Shoutouts :
- Cody Newton
- Jacon Reynolds
- Håvar Kvam
- Dobrein's channel
- Cosolix' channel
- Boomie's channel
- EphiBL's channel
- Daze
- Phoenix
- Eggsoup's channel

If you made it this far please take a second to rate the guide. It's a second for you but means the world to me!

My discord tag is Tatsumi#1717
35 Comments
DarkKnight6411 18 Jun @ 12:14pm 
Whats wrong with scythe?
trainY 30 Apr @ 12:14pm 
i got global elite 3 thanks to this guide thanks
Chadbaru Goatsuki 20 Jul, 2023 @ 6:28am 
Mods, crush this maggots skull. His guide is DOGSHIT! this man is an INFIDEL! He should be EXECUTED, RIGHT NOW!
Dani28 (TheSensei) 13 Sep, 2022 @ 4:16am 
Very useful, thank you!
Private Tubs 8 Apr, 2022 @ 1:03pm 
@Bsheepdestroyer lmao same, good luck in ranked if you try that
Bsheepdestroyer 1 Nov, 2021 @ 12:42pm 
so much information here, too bad its all useless to me because i lag off the stage multiple times every match
Grandmaster  [author] 14 Oct, 2021 @ 7:22am 
I don't have the time anymore due to university and the gym taking up most of my time. Sorry
really_radical 14 Oct, 2021 @ 4:14am 
if possible can you join me, i want to see how you play lol
really_radical 14 Oct, 2021 @ 4:08am 
sorry for my bad-ish english
Grandmaster  [author] 13 Oct, 2021 @ 2:01pm 
What? xd