Techniques (often shortened to just tech) are creative and often advanced ways of doing things in-game in order to gain an advantage. In Brawlhalla, most advanced tech that would often be considered bugs in other games were polished up and added to the core mechanics of the game.
Strings and Combos
One of the more common and easily established techniques, a string is a sequence of consecutive attacks, moves or signatures performed in such a way to quickly build up damage while also leaving as little room for the enemy to escape as possible, maximizing the potential to continually build up damage for a knockout.
Combos or "true combos" as often clarified, are sequences of consecutive attacks that leave absolutely zero room for escape, if performed correctly. These sequences take advantage of an attack's stun, movement and launch direction to follow from one attack immediately into the next, leaving no time between stuns to dodge or move.
Due to varying stats, weapons and movesets, strings and combos are often unique to Legends, and can be found on individual Legends pages. Some commonly used and executed combos may also be found on the Combo videos page. Due to continual adjustments being made for balance, combos and strings are all subject to change.
An inescapable combo executed by two Legends that involves the two Legends juggling a single target back and forth is called a "black hole". Most commonly a black hole involves two Legends standing at a certain distance from one another and using neutral light attacks to knock their target back and forth. Directional influence can be applied to combos that repeatedly use the same attack, allowing these most common types of black holes to be escapable.
Gravity Cancel provides the ability for a player to attack with a ground move while in the air. The player has to dodge without holding any direction in the air and immediately make his move. All ground moves light or heavy can be used with Gravity Cancel. This technique is really useful to extend a combo or to break the recovery of an opponent. It is also possible to taunt into the air with this same method.
A slide charge is performed when a player uses a signature while falling off the ledge. It is done simply by running towards the ledge and then use a signature move. Note that not every signature can be slide charged. It is also possible to perform a reverse slide charge which consists of facing the opposite direction falling off with a slide charge.
A ledge cancel is when a player is passing through a platform and make a down light move at an exact moment to land and attack instantly.
Soft Edge Air Cancel
Is a player jumps, and the top of the arc of their jumps has them very close to a soft platform, that is, similar to where a player would be when standing on a platform, Down Air or Ground Pound attacks can become Down Light or Down Signature attacks. If the player were not to make an attack, however, they would stay fully airborne and even fall beneath the soft platform. This is because a down attack will snap the player to a platform, making them stand on it, if they are very near the platform. This is due to the game mechanic necessary for grounded down attack on a soft platform to activate, rather than just drop the player down through the platform.
By pressing the grab button at the right moment, you can catch any Gadget thrown in the air. This technique is useful against opponents throwing bombs but also risky. To practice this technique, a special bomb catching training room is available in Training Mode.
Fast falling is done by pressing the down key while in the air. The player will accelerate downwards a bit faster than normally. This allows the player to be more unpredictable and to make more accurate hits.
Chase Dodging allows you to immediately do a "Chase Dodge" upon landing an attack against an opponent, which acts similarly to a normal dodge but can be immediately canceled into an attack. This is used to follow up on a high force attack or when the target is very damaged.
Chain Dodging allows you to use a dodge halfway through a Chase Dodge, which immediately starts another Chase dodge. You can chain up to two Chain Dodges together, allowing quick movement across the stage. Each Chase dodge has 2 frames of vulnerability between dodges – therefore, Chain Dodging is not perfectly safe, but it gets close.
Dodges can be chained only if they are executed in any of the four cardinal directions (i.e. not diagonally). Otherwise, all normal dodge delays and rules apply.
This technique is an extreme version of Chase Dodging that allows the player to quickly close the gap, all while staying relatively safe and being able to follow up the “dash” with a high force attack.
Do keep in mind that attacking after a Chase Dodge makes you vulnerable, and space your movements accordingly.
- These techniques are currently unimplemented in the main game and only available in the Experimental 1v1 game mode and in the Test Features available in Custom games. This list is subject to continual change as techniques are scrapped or put into place by the devs.