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Movement is one of the core components in Brawlhalla. While movement may seem obvious, there are nuances to the mechanics that differentiate good players from great players.

There are a few methods of movement in Brawlhalla, including running, jumping, dashing, dodging and even some attacks. Being able to make the most of all your movement options is critical to high level Brawling, as it can frequently mean the difference between life and death.

Running, Jumping and Recovery Moves[]

Running is the most standard way that a Legend moves around the stage. A Legend can move left and right via the left and right keys respectively. These keys also allow a Legend to move left or right whilst in the air.

Jumping allows a Legend to move up and down. A player can jump a maximum of three times before needing to touch the ground or a wall again. As well as jumping, a Legend can use their Recovery move to gain aerial height (presuming they are already in the air). Again, a maximum of three Recovery moves are permitted before the player must touch the ground/wall. However, in total, a Legend may only jump or Recovery a total of four times. There are three combinations of this:

  • 3 Jumps, 1 Recovery
  • 2 Jumps, 2 Recoveries
  • 1 Jump, 3 Recoveries

It should be noted that if a player walks off the stage without jumping, they will only have 3 total jumps/recoveries instead of 4. Additionally, getting hit while out of jumps/recoveries will grant an extra jump.

Each jump is preceded by a short startup delay (except immediately after an attack), and landing on the ground also puts you in a brief recovery state, during which you cannot attack, dodge, or jump again. Because of that, your opponent may strike you as soon as you touch the ground, so choose carefully where to land and use your dodge before landing if needed.

If a player uses their Recovery move more than once, all Recoveries after the first will be an Exhausted Recovery. The difference in an Exhausted Recovery is that it will only lift the Legend into the air by the same distance as a jump. Additionally, an Exhausted Recovery will do more damage and knockback compared to a normal Recovery, making it useful to kill off the top in certain scenerios.

Knowing when to use a jump and when to use a Recovery is important. Recovery moves give you the protection of the attack itself, however, some Recovery moves also limit your ability to move left or right. The decision between jumping and Recovering depends on circumstance.

Dodging[]

Dodging allows you to become invulnerable for a brief time, allowing you to avoid incoming attacks entirely. A successful dodge is indicated by the Legend flashing white and performing a dodging animation as a circle flares out briefly around them.

Dodge usage[]

Dodging can be used to:

  • Avoid incoming attacks and thrown weapons and items.
  • Reposition yourself, i.e. gain height (by dodging up) or cover distance (by dodging left or right). Useful for reaching a ledge after you have been sent flying from an attack.
  • Move around more efficiently and safely. For example, Legends jump in large ("floaty") predictable arcs that can leave you vulnerable to attack. Dodges can be used to "shave off" some of that arc and reach your desired location more efficiently.
  • "Setup" (bait) your opponent into thinking you will do a certain move, then dodging and attacking them while they are caught off guard. E.g. If you run toward an opponent, they may think you will attack, and thus attack you. But if you dodge away from them before their attack hits you, they are now open to attack because they will be either finishing their attack or "recovering" from it (in other words, unable to do anything until their attack animation finishes).
  • Cancel momentum when you are sent flying through the air from an attack. Though this may results in you not being able to use a dodge to reposition yourself (mentioned above) and get back onto the stage.
  • Perform your Signature attacks in the air – see the Gravity Cancel section.

Dodge mechanics[]

You can dodge in any of the eight directions (left, right, up, down, and the diagonals), or in place (this is called a spot dodge). Dodging from the air into the ground at a diagonal does not stop your motion, and you will instead slide along the ground slightly for the remainder of the dodge. Dodges cannot be executed while a player is stunned from an attack.

Dodge cooldowns[]

The cooldown is how long the player must wait after a dodge to perform another dodge.

Position you dodge from Cooldown Notes
Ground 60 frames (1 second)
Air 163 frames (2.7 seconds) Touching the ground 75 frames (1.15 seconds) after an air dodge will remove dodge cooldown. Touching the ground less than 75 frames after will set the cooldown to 75 frames. This does not apply to Gravity Cancels.

Dodge length[]

The length of a dodge is how long the player is invulnerable, and depends on what type of dodge is performed.

Type of Dodge Duration
Directional Air Dodge 12 frames (0.2 seconds)
Aerial Spot Dodge 20 frames (0.3 seconds)
Grounded Spot Dodge 16 frames (0.27 seconds)
Chase Dodge 17 frames (0.28 seconds)

Additionally, each dodge has 2 frames of startup and 0 frames of recovery time.

Dashing/Dash Jumping[]

When your Legend is grounded, pressing the Dodge button whilst holding a side directional button will lead to a Dash. Dashing grants your Legend a burst of speed. Inputting a dash once and holding the direction you dashed in continuously will cause your character to sprint.

To dash forward immediately after an attack, hold down instead of a side directional button. This is different as the regular input for a dash will result in a Chase Dodge after an attack.

A Dash jump is simply performed by dashing in any direction and pressing jump right afterwards, resulting in a jump with more forward momentum.

Chase Dodging[]

An advanced dodge technique is called the Chase Dodge. A chase dodge is a speedy dodge that can be performed after some attacks, allowing for a more aggressive play style and opening up combo possibilities.

The amount of chase dodges available after an attack lands depends on several conditions:

  • 2 chase dodges if the player is touching the ground at the end of the attack - for example: most light attacks, grounded aerial attacks.
  • 1 chase dodge if the player is airborne at the end of the attack - for example: aerial attacks, Spear Dlight, Sword Dlight.
  • 0 chase dodges if the attack is a projectile signature.

Further notes on chase dodges:

  • A chase dodge can be executed immediately after the attack, regardless of the Legend's Dexterity.
  • You can only do 2 seperate chase dodges in the air before the dodge cooldown is applied.
  • Chase dodges can be performed in any direction EXCEPT for backwards.
  • On its face, a chase dodge is very similar to a normal dodge - It allows the Legend to move while avoiding damage during it's duration. Unlike normal dodges however, an attack can be performed within 20 frames from the start of a chase dodge. The attack will execute immediately and stop the dodge - this technique is called a Chase Dodge Cancel. Additionally, chase dodges last longer than normal dodges, and have more momentum, making them useful for chasing an opponent, or getting back to the stage after a hit.

Gravity Cancel[]

If a player attacks within 18 frames of an aerial spot dodge, they will perform a grounded light or heavy attack in the air. This is a gravity cancelled attack, often abbreviated to "GC".

It is also possible to do a GC from an aerial directional dodge, albeit the attack will be activated slightly later, must be done in the first 3 frames of the dodge, and must match the dodge direction (side: slight, ssig. down: dlight, dsig. up: nlight, nsig).

All light or heavy ground moves – and even emotes – can be used with Gravity Cancel. This technique is used for many purposes: to extend a combo, break the recovery of an opponent, or catch them in the air with a well-timed surprise hit. If your attack misses, however, you will be left mid-air with no dodge, giving your opponent a good chance to punish you.

You can also charge heavy attacks for a short time when gravity canceling (up to 25 frames). This is useful to bait dodges and punish with a kill. Additionally, the window to perform a gravity cancel from a spot dodge is quite large, allowing the player to both dodge through an attack and punish with a gravity cancelled attack.

Fast Falling[]

Fast falling is done by holding 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. Fast falling can be cancelled anytime by releasing the down key or by jumping.

It is impossible to Fast fall immediately after jumping; the input has to be delayed. This isn't true for Dash jumping; you are able to Fast fall immediately after performing one.

Dash Jump Fast Fall[]

Arquivo:Demo Short Hop.gif

A dash jump fast fall.

A "dash jump fast fall" (sometimes abbreviated to DJFF) is a move where the player quickly jumps forward and falls down, making them airborne but giving them little air time. This can be done by performing a dash-jump (dashing and immediately jumping) then immediately performing a fast-fall (holding down to fall faster). Dash jump fast falling can be especially useful for quickly dishing out aerial attacks.

Ledge Cancels[]

Performing a down light attack, down signature, ground-pound or a dash when the bottom of your character's hurtbox is in the platform will result in a ledge cancel. Ledge cancels snap your Legend to the platform and immediately perform the move you inputted. Jumping sideways makes ledge cancelling easier since you hover over the platform for a longer period of time. Ledge cancelling is also possible right after dropping through a platform.

Situational Mechanics[]

The following movement mechanics will not appear in all Brawlhalla matches due to their situational nature. However, they are still important to know and understand for when they do come into play.

Directional Influence[]

Directional influence (or "DI") is a movement mechanic with very specific circumstances: if you are stuck in a true combo and your opponent(s) use the same attack twice, you can change your trajectory by holding a direction when hit by that same attack.

This mechanic is useful to save yourself from harsh combos, typically in a 2v1 situation. At lower health percentages you can hold up or diagonally to break away from a combo, and at high percentages you can even hold down to hit the ground and reduce your velocity, preventing you from getting KO'd.

Note that for attacks with active input, performing the same attack with a different active input does not count as a different move; for example, Scythe active side-light into Scythe non-active side-light would activate DI when used in the same true combo.

Wall Slip[]

Wall Slip is a punishing mechanic for players that stay on the wall too long. When in Wall Slip, the player is unable to perform any jumps or recoveries other than wall jumps.

Wall Slip occurs after performing 9 air actions (aerial jumps, wall jumps, recoveries) without touching the ground, hitting a player, or getting hit. The countdown towards Wall Slip will reset if a player does touch the ground, hit a player, or get hit. However, if a player is already in Wall Slip, only touching the ground will reset it; getting hit or hitting a player will not grant any recovery options.

There are visual indicators to warn for impending Wall Slip:

  • First warning, at 5 jumps: a single "!".
  • Second warning, at 7 jumps: "!!".
  • Wall Slip, at 9 jumps: "!!!". This also shows for every consecutive wall jump until Wall Slip is over.

Wall Slip is used to discourage "wall hugging," a technique where one repeatedly jumps on the wall, waiting for the opponent to make the first move. Some players use this to bait an opponent to the side of the map and try to gimp them.

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