![]() ![]() When an attack (usually a Signature) "hangs" in the air for some time after the initial attack. A new metadev skin is released every year.Īpproaching a soft platform and holding down as soon as you're on top of it to “land” immediately. Each weapon has 3 grounded and 3 aerial light attacks.Ī light attack or heavy attack, performed when no directional button is held down.Ī special skin earned for meeting a dev (and in certain events). Low-damaging, but fast attacks that are good for combos. Some players may also call this "impulse". Variable knockback means the player takes more after they've taken lots of damage, while fixed knockback means the same amount of knockback will always be applied. The amount of force taken after an attack. Hurtboxes can be previewed in Training mode.Ĭancelling an opponent's attack by attacking them during start-up frames or during charge. Hitboxes can be previewed in Training mode.Īn invisible area surrounding each character, which defines where an attack must land for them to take damage. Possible heavy attacks include signatures, recovery, ground pound and unarmed heavy attacks.Īn invisible area produced by attacks which will hurt opponents if they touch it. Slow, but high damage and high knockback attacks that can be charged. This plummets the player downwards and has long recovery frames, making it a risky move. This will perform the grounded version of the attack mid-air.Ī heavy aerial down attack. Performing a spot dodge in the air, and then quickly using a light or heavy attack. Holding down while in the air to fall faster.Īfter performing a recovery attack, every subsequent recovery before touching the ground will be exhausted these have less vertical travel, and count towards your total jump count in the air. Dodging without holding a direction is called a Spot Dodge.Ī light attack or heavy attack, performed while the player is holding down. If dodging while airborne, the player can't dodge for another 3 seconds (this is reduced if they touch the ground afterwards). ![]() If dodging while grounded, the player can't dodge for another second. ![]() If a player is stuck in a true combo and the same move is used more than once, they can change their trajectory by holding a directional input the second time they are hit by that same move.Ī move that grants temporary invulnerability, and will move the play in the direction held. Dashing backwards is called a "Back Dash". Abbreviated as "CC".Ī quick dashing movement, performed by pressing the dodge button left or right while grounded. Landing multiple attacks in quick succession on an opponent.Ī special color given away through code. Makes spamming a single attack over and over a very bad idea. When two attacks are interrupted by one another, canceling both attacks in the process.Īdditional delay between using the same move two or more times in a row. Two chase dodges can be performed consecutively - both dodges don't have to be in the same direction. This will perform a quick dodge that allows you to chase your opponent. Charged attacks will do slightly more damage and knockback.ĭodging in a direction facing your opponent after attacking them. Holding down a heavy attack for an extended period of time. Possible attacks include aerial neutral-light (nair), aerial side-light (sair), aerial down-light (dair), aerial heavy (recovery), and aerial down-heavy (ground pound).īlue Mammoth Games, the developers of Brawlhalla. Examples of this are the Scythe down-light, and Fait's Orb down-signature.Īn attack performed in the air. With attacks that have active inputs, holding a direction after landing the attack will result in a different outcome than not holding a direction. the number of game frames during which the attack can hurt you).Ī unique feature to the Scythe, Battle Boots, and certain signatures. The duration of your attack’s hitbox (i.e. The following is a list of terms and shorthand used to describe attacks, maneuvers and other gameplay in Brawlhalla. ![]()
0 Comments
Leave a Reply. |