Brawlhalla Wiki

The following is a list of different types of Signature attacks. Note that a Signature can be more than one type at a time.

Direct Damage[]

All Signature attacks deal direct damage and knockback. For some Signatures, these are the only properties that define them.


Grappling Signatures[]

Some Signatures have a "grappling" effect, stunning the enemy in place before knocking them back. While the results of the attack vary depending on the Signature, most grappling Signatures can stun multiple enemies (if they are in the same spot), but will only hurt and knock back the first player hit prioritizing enemies over teammates.


Moving Signatures[]

Many Signatures will cause the user to move. There are two types of moving Signatures:

  • Signatures where the user moves during the attack, such as Orion's Lance side sig. These Signatures have a fixed distance that the player will move.
  • Signatures where the user moves while charging, such as Asuri's Sword side sig. These Signatures' distances depend on how long the player charges the attack.


Active Input Signatures[]

Active inputs are an attack property unique to the Scythe, Battle Boots and several Signature attacks. The core concept of active inputs is that holding a different directional key after an initial hit will result in the attack finishing in a different way. Active input attacks only have two variant outcomes; one for holding the relevant directional key, and one for holding any other directional key (or none at all).

List of Signatures with active inputs:

Legend Attack Direction Held Outcome
Down Sig Forward Mordex twirls his Scythe and launches his opponent forward.
Other Mordex quickly launches his opponent backwards.
Down Sig Forward Mordex throws his opponent diagonally downward with great force.
Other Mordex lobs his opponent directly upward.
Side Sig Downward Fait spikes her opponent diagonally downward, with very little knockback.
Other Fait blasts her opponent forward.
Down Sig Forward Fait shoots her opponent forward.
Other Fait shoots her opponent directly upward.
Side Sig Upward On the final blow of her attack, Petra uppercuts her opponent to the sky.
Other Petra punches her opponent forward.
Side Sig Forward Volkov teleports above his opponent and slashes them diagonally downward.
Other Volkov teleports behind his opponent, throwing them backwards.
Neutral Sig Backward Mako spikes her opponent diagonally downward and backward.
Other Mako spikes her opponent diagonally downward and forward.
Down Sig Downward Tezca grabs his opponents with his boots, and spins them into a slam on the ground.
Other Tezca performs a handstand and throws his opponent backward on to the ground.
Side Sig Forward Tezca grapples his opponent and throws them forward.
Other Tezca throws his opponent backward.
Down Sig Downward Loki grapples his target and attacks with his serpent from behind, launching the target forward and down.
Other The target is instead grappled backward and Loki's serpent attacks from below, launching the target upward.
Neutral Sig Upward Loki grabs his target through a portal and pulls them through, then launches the target upwards.
Other The target is instead flung backward.


Active Hitbox[]

Certain Signature attacks have an active hitbox while charging, meaning if an opponent touches the attack while the user is charging they will take damage. This is sometimes referred to as "chainsaw," due to Ulgrim's chainsaw being the first instance of this type of Signature attack.

List of Signatures with an active hitbox:

Legend Attack
Down Sig
Down Sig
Neutral Sig
Side Sig
Neutral Sig
Side Sig
Side Sig
Down Sig
Side Sig
Neutral Sig
Down Sig
Side Sig
Down Sig
Side Sig
Neutral Sig
(flame mode)
Side Sig


Reversal Signatures[]

Reversal Signatures will send the hit opponent backwards, that is in the opposite direction the attacking player is facing, and will also leave the attacker facing this direction after the attack. Most reversal Signatures are also grappling Signatures, stunning the opponent before launching them.

Signatures which don't satisfy both conditions are not considered Reversal Signatures (e.g. for missions). For example, Cross's Blasters Down Sig shoots to the left and right of Cross, but it does not count as a Reversal even if the opponent is hit from the back of Cross, since Cross doesn't face the other direction. On the other hand, Yumiko's Hammer Side Sig can hit opponents to both sides, and does leave Yumiko facing the other way, so it counts as a Reversal if and only if the opponent was knocked to the opposite direction.

Legend Attack
Down Sig
Down Sig
Side Sig
Down Sig
Side Sig
Neutral Sig
Down Sig
Neutral Sig
Down Sig
Down Sig
Val
Neutral Sig
Down Sig
(no active input)
Side Sig
(only back half of attack)
Side Sig
Side Sig
Side Sig
Side Sig
(no active input)
Neutral Sig
(active input backwards)
Side Sig
(no active input)
Neutral Sig
Down Sig
Down Sig
Down Sig
(no active input)
Neutral Sig


Steerable Signatures[]

A limited amount of Signature attacks allow the user to change their movement direction while charging the attack. This movement is a lot more restricted than regular movement, but is usually enough to impact where your attack will land.

There are two types of steerable Signatures:

  • Fully Steerable: These Signatures can be steered left and right freely.
  • Partially Steerable: These Signatures have much more limited steering. Most of these signatures rely on prior momentum from running or dashing, and can only be significantly steered in one direction. Their movement can be cancelled out by stopping steering.

List of fully steerable Signatures:

Legend Attack Notes
Down Sig These have the most freedom of movement out of any other steerable Signature.
Down Sig
Down Sig This can only be steered during the attack, not while charging.
Down Sig This can only be steered during the attack, not while charging.

List of partially steerable Signatures:

Legend Attack Notes
Side Sig The attack can be steered slightly forward if running before charging.
Side Sig Steering backwards at the beginning of the charge will push the player far backwards.
Down Sig
Nix
Side Sig The attack can be steered decently forward if running before charging. This also works with x-pivotting.
Down Sig Weak steering, barely moves the attack.
Down Sig The attack can be steered far forward if running before charging.
Down Sig The attack can be steered slightly forward if running before charging.
Down Sig The attack can be steered slightly in either direction during the charge period of the second part of the attack. This only works if the user is airborne.
Neutral Sig The attack can be steered extremely far forward if running before charging.
Down Sig The attack can be steered far forward if running before charging.
Down Sig Weak steering, barely moves the attack.


Teleporting Signatures[]

Some Signature attacks will teleport the user directly to another location, marked by a visual indicator. Unlike regular moving Signatures, the opponent can not be hurt if they are between the user's initial location and the teleport destination.

Teleporting Signatures can be cut short if used into walls, allowing their hitbox to come out at a shorter distance.

Teleporting Signatures also behave strangely when performed on or against sloped surfaces, which often results in unintended changes to the trajectory of the teleport; this typically manifests as diagonal movement parallel to the surface the user is currently standing on, or the teleport will fail and keep the user in place. In some cases, particularly with Petra Down Gauntlets, the user might clip into the inside of the stage.

List of teleporting Signatures:

Legend Attack Visual Indicator
Down Sig White, glowing star
Down Sig Purple star
Down Sig Small red flash, disappears quickly
Down Sig Portal


Transforming Signatures[]

Transforming Signatures are Signatures that change properties if charged for a longer time. Most of these Signatures simply reach further when charged, with an indicator to show when the Signature has transformed.

Most of these Signatures can be fully transformed during a charged Gravity Cancel, with the exception of Xull (who can charge halfway) and Petra's side-sig (which can't at all).

List of Signatures that transform when charged:

Legend Attack Uncharged Attack Charged Attack Indicator
Down Sig A single lava plume shoots from the ground. 2-3 lava plumes shoot from the ground. More molten rocks in the ground.
Neutral Sig Rayman punches upward. The punch reaches further. Rayman's fist starts to glow yellow.
Side Sig Rayman punches forward. The punch reaches further.
Neutral Sig A single star shoots upward. Three stars shoot up, all slightly higher. A star appears on the ground, Fait crosses her arms and a sound plays.
Side Sig Three small stars shoot forward. A single star shoots much further forward. The Scythe flickers purple and a star appears on it.
Side Sig Petra's orb shoots forward. The orb shoots out faster and goes further. Petra leans further forward, with her Orb behind her head.
Down Sig Petra hold an energy orb over her head, and throws it down. The orb's explosion gets larger the longer it is charged, with 3 different sizes possible. The energy orb above her head will get slightly larger, and Petra will reach her arms out further.
Side Sig Volkov slashes his axe forwards. Volkov flies into the air and slashes downwards, performing a completely new move. Volkov starts to fly.
Neutral Sig Arcadia sends a faerie-powered poke upwards. This can hit grounded enemies. Arcadia jumps into the sky greatsword forward. This can not hit grounded enemies. Wings appear on Arcadia's back.
Side Sig Arcadia hurls her greatsword for a large pink slash forward. Arcadia shoots out a faerie blast far forward. The greatsword starts glowing blue.
Side Sig Thea dashes forward. The dash distance increases the longer it is charged, with 3 different distances possible. The wings behind the boots enlarge.
Down Sig Seven launches herself upwards. Vertical launch distance greatly increased. Fist and rocket engine attachments.


Projectile Signatures[]

Projectile Signatures are Signature attacks that include a hitbox disjointed from the player. The most notable projectile Signature is Thatch's Blasters down Signature, where he fires off two large cannonballs.

Projectile Signatures are distinct as they do not allow the player to Chase Dodge after hitting an opponent. Projectile Signatures also have unique interactions with terrain, passing through platforms but immediately detonating on any other terrain (this can allow for attacks to come out quicker if hitting a wall).

There are two types of projectile Signatures:

  • Pure Projectile Signatures: These Signatures only launch projectiles.
  • Hybrid Projectile Signatures: These Signatures have both a direct damage part as well as projectiles. The direct damage grants the user the ability to Chase Dodge on hit; it could be a setup attack for the projectile, or be the main part of the Signature where the projectile is used as a way to cover the user or as a second option.


List of pure projectile Signatures:

Legend Attack
Down Sig
Ada
Neutral Sig
Down Sig
Down Sig
Neutral Sig
Down Sig
Neutral Sig
Down Sig
Neutral Sig
Down Sig
Down Sig
Down Sig
Neutral Sig
Side Sig
(when charged)
Neutral Sig
Side Sig
Down Sig
Down Sig
Side Sig
Down Sig
Down Sig
Side Sig
(when charged)
Neutral Sig

List of hybrid projectile Signatures:

Legend Attack Direct Damage Part Projectile Part
Down Sig Laser attack Drone missile
Side Sig
(on hit only)
Chain attack Shockwave after slam

This projectile can pass through multiple targets without stopping

Down Sig Portal slam and slash
Side Sig
(not into wall)
Crab tank claws Scrap metal chunk


Terrain Impacted Signatures[]

Typically if an attack goes off the edge or hits a wall, it will either play out normally or get caught in the wall. Certain attacks, however, have unique endings depending on the terrain they interact with.

List of Signatures that are impacted by terrain:

Note this list does not include the following:

  • Projectile Signatures, which always pass through platforms and detonate on impact with any other terrain.
  • Teleporting Signatures, which always get cut short if used into a wall.
  • Moving Signatures, which always stop moving and execute the attack if used into a wall.
Legend Attack Regular Attack Terrain Resulting Attack
Neutral Sig Orion jumps up and jabs his Spear into the ground. Off Edge Orion continues the jab, reaching much lower than the stage.
Side Sig Lord Vraxx launches forward with his Lance, causing an explosion at the end of his travel. Into Wall The explosion occurs as soon as Lord Vraxx hits the wall, however the explosion occurs inside the wall.
Down Sig Gnash leaps forward and slams the ground. Off Edge Gnash continues leaping forward, reaching slightly lower than the stage.
Side Sig Scarlet slams her hammer into the ground. Off Edge Scarlet continues the swing all the way, hitting everything underneath her.
Down Sig Lucien jumps and slashes forward. Off Edge Lucien doesn't hit the ground, causing the attack to last for a few more frames.
Neutral Sig Teros jumps up and slams his Axe into the ground. Off Edge Teros continues the swing all the way, hitting everything underneath him.
Down Sig Ember jumps and shoots an arrow into the ground, which creates a large splash on contact. Off Edge The arrow goes slightly further but does not splash at the end.
Val
Side Sig Val jumps and dashes forward with her sword. Off Edge Val swings directly underneath her.
Into Wall Val hits the wall and dashes up it.
Side Sig Ragnir pounces forward and hits the ground with his Axe Off Edge Ragnir continues the swing all the way, hitting everything underneath him.
Down Sig Cross's demon hand travels across the ground Into Wall The attack is automatically sent out as soon as the demon hand hits the wall.
Neutral Sig Artemis shoots a black hole into the sky. Into Wall The black hole immediately detonates on contact with the wall.
Down Sig Artemis shoots a black hole into the ground, exploding on impact. Off Edge The black hole goes slightly further down and does not explode, making for a smaller hitbox.
Side Sig
(on hit only)
Isaiah shoots his target and his drone sends out a missile, exploding on the enemy. Into Wall If the drone's missile is close enough to a wall, the missile will explode against the wall. This sends the enemy on a different trajectory than a regular hit.
Down Sig Jiro lets out a shadow clone who runs forwards. Into Wall The attack is automatically sent out as soon as the shadow clone hits the wall.
Down Sig Lin Fei backfilps and shoots a fiery dragon head blast that envelops the ground. Off Edge The dragon head shoots out of her cannon and bites directly in front of her.
Down Sig Zariel flies and shoots three arrows that explode on the ground. Off Edge Any arrows that don't hit the ground continue further below the stage before exploding.
Down Sig Rayman flies into the air and swings his Axe into the ground. Off Edge Rayman continues the swing, reaching slightly further below the stage.
Down Sig Thor rises into the sky and throws his Hammer forward. Into Wall The Hammer stays spinning in place where it hit the wall until the end of the attack.
Neutral Sig Vector turns into a jet and launches upwards before turning, making a crescent shaped attack. Into Wall Vector slides along the wall vertically up.
Side Sig Vector moves up and turns into a jet, then launches diagonally down. Into Floor Vector slides along the floor horizontally.
Into Wall The attack stops.
Down Sig Volkov summons a red vortex from the ground that hurts anyone who steps on it. Into Wall The vortex instead comes from the wall, which makes its appearance and hitbox vertical.
Side Sig Jaeyun slams the ground, causing boulders to pop out. Off Edge Jaeyun swings downward in the air, cutting leaves in his path.
Down Sig Jaeyun slides his Greatsword along the ground, bringing up a flury of rocks. Off Edge Jaeyun swings below his feet in the air, cutting leaves in his path.
Down Sig Magyar floats into the air and slams his hammer downward, causing an explosion on impact. Off Edge The attack goes a bit further below the stage, with no explosion at the end.
Down Sig Reno jumps into the air and shoots a blast underneath his feet that hits the ground. Off Edge The attack is reduced in size from not hitting the ground.
Down Sig Munin shoots a blast of musical notes downwards that bounce a little once they hit the ground. Off Edge The attack does not bounce and goes slightly further down.
Down Sig Arcadia sends out a faerie trap on the floor. Into Wall The faerie trap now lands and sticks onto the wall.
Down Sig
Down Sig Tezca jumps into the air and slams the ground, causing an energy blast. Off Edge The slam goes further down without a blast.
Down Sig Red Raptor jumps into the air and summons his mech foot, kicking down to the ground. Off Edge The mech foot reaches slightly further downward.
Neutral Sig Loki forges a diagonal portal in the air to pull his opponents through. Into Wall The portal is forged horizontally on the wall.
The non-active input version sends the target at a lower angle.
Side Sig Loki attacks with his serpent, swings his scythe forward, before doing a slam with his scythes. Off Edge The slam reaches slightly further downward.
Down Sig Loki creates a portal above him and falls down, slashing forward and slamming when he reaches the ground.
Side Sig Seven launches a scrap metal chunk from the crab tank's main gun. Into Wall Seven rams the crab tank into the wall.
Down Sig Seven launches herself upwards with her cannon. Off Edge The exhaust from the initial launch are released into the air below Seven.


Two Hit Signatures[]

A limited amount of Signatures will have two hits: an initial hit that occurs before charging, and the regular hit that occurs after charging. It is possible to get hit by the first attack and dodge out if the attacker decides to charge, however it is impossible to escape if the first hit lands and the attacker does not charge.

List of Signatures with an initial hit:

Legend Attack
Side Sig
Down Sig
Nix
Down Sig
Down Sig
Neutral Sig
Side Sig
Down Sig
Down Sig
Side Sig
Down Sig
Down Sig


Backstepping Signatures[]

Some Signatures have an animation where the player steps back while charging the attack, such as Ember's Katar down sig. While fairly inconspicuous on its own, these Signatures have a unique property; if the slide-charges one of these Signatures, they will not actually step backwards. This causes the attack to go further than normally expected.


Mode Swapping Signatures[]

Mode swapping is a unique feature that allows signatures to take on different attributes. This is activated by a specific signature in a Legend's kit, for example, Seven's Spear Down Sig. After using this mode swapping signature, all signatures will have slightly altered properties - essentially turning each one into a new signature. This can include different charge time, stun, damage, active frames, recovery frames, etc.

Mode swap is visualized with an addon to the held weapon, and can freely be swapped back to the original mode by using the same activation signature or throwing the weapon.

Seven[]

Mode swapping is available with Seven's Spear, activated by her Spear Down Sig. Her default mode is comprised of electric attacks, which are quick hitting with fast recovery but low damage. Her swapped mode consists of flame attacks, making her attacks slower but deal more damage with further reach.

The mode is indicated by the flamethrower attachment connected to the end of her Spear:

  • No flamethrower: Electric Mode
  • Flamethrower attached: Flame Mode

Performing Down Sig will first swap the mode then perform the signature. Throwing the Spear will reset the mode to default (electric). If Seven is hit while doing a Down Sig, the mode switch will still occur.

Attack Electric Mode Flame Mode
Spear Neutral Sig Seven thrusts her Spear upward with an electric shock. Seven fires her flamethrower upward.
This has longer active time and gives the attack an active hitbox while charged.
Spear Side Sig Seven's Spear tip is electrically charged as it spins forward. Seven's flamethrower is deployed, spinning into a firey tornado.
This has longer active time and further movement distance.
Spear Down Sig Seven swings her spear downward with an electric shock. Seven swings her spear downward while firing her flamethrower.
Mode Benefits:
  • Lower time to hit
  • Higher stun
  • Lower recover time and cooldown
  • Higher damage
  • Higher force
  • Larger threat coverage