Brawlhalla

Brawlhalla

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Legion Mar 22, 2018 @ 2:33am
How do you handle with gimping.
It can be 'very' overwhelming tactic to deal with. Specially when the only invulnerable frame you have can be too short to get around certain attacks. Guantlets D-light or GC>Neutral is long enough to get you caught up leaving only your jumps which can only go NW N NE.

Pressure can be a vital key at winning which if was my own choice, I'd never remove the ability for gimping, but the defensive side needs some kind of additional survivability for the sake of the fight.


The issue with my views with gimping is the mastering it takes to complete. Not enough for its ability. Every weapon is capable, but some are more extreme. Guantlet can carry anyone in its path as Katars dominates in angle attacks and close range.

Scythe is a singular attack target only giving its grabs permission for one person.

Spear requires more dedication less you abuse its throw after a bad dodge.

Lance and guns are just so much more complicated to master while Bow fits around the bill.

There is other weapons as well... but my point is certain weapons dominate in the field of gimping and require little to none training to get the idea what to do.

Perhaps my views are different from others, but this situation can be the difference between a Brawlhalla game and essentially a single mistake costing you a life.
Last edited by Legion; Mar 22, 2018 @ 2:34am
Originally posted by Lord Rumpkin:
Gimps are where the bold overcome the timid. So you should be bold and try to gimp them back. Learning to be comfortable with offstage shenanigans is essential, unless you think you can stay on the stage all the time.
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fluff Mar 22, 2018 @ 2:37am 
Im not too experienced to comment on this, but gold to low plat gimps are pretty predictable as they usually use only 2 main attacks to try and gimp you, I try to stay clear of these attack ranges and move unpredictably or counter attack/gimp, as they usually over-extend. A good thing would be to have a perfectly timed dodge through and reverse gimp them, since gimping uses up lots of their jumps, they should be vulnerable to a gimp by you
Legion Mar 22, 2018 @ 2:43am 
Originally posted by :
Im not too experienced to comment on this, but gold to low plat gimps are pretty predictable as they usually use only 2 main attacks to try and gimp you, I try to stay clear of these attack ranges and move unpredictably or counter attack/gimp, as they usually over-extend. A good thing would be to have a perfectly timed dodge through and reverse gimp them, since gimping uses up lots of their jumps, they should be vulnerable to a gimp by you

Gimping requires little jumps if the attacks can be persistant to connect. A hit can launch an opponent enough distance away to get access to the wall to regain while the other struggles which.

Perfectly timed dodges seems to be an option that feels like its your last pull before falling off the edge of a cliff. Even in a perfect timed dodge, this move just generally shouldn't have any kind of animation in my view. You should be able to pop in a dodge on the moments notice and cancel out of it for an attack. What we have is gravity cancel, but that is a still standing place move. You can't do this with directional dodge and its a animation your stuck in. More than likely your dodge movement is a mis-timing causing you a new punish to follow up on you just because you wanted to get out of a scenario.

This is where I call Brawlhalla offensive. I don't mean the passive play, I speak more on the lack of defensive options.



Though Passive could be argued as defensive, but this is more a cautious offense. I'm speaking more direct when your taking the blows, the options to void being anihilated.
The author of this thread has indicated that this post answers the original topic.
Lord Rumpkin Mar 22, 2018 @ 3:17am 
Gimps are where the bold overcome the timid. So you should be bold and try to gimp them back. Learning to be comfortable with offstage shenanigans is essential, unless you think you can stay on the stage all the time.
Originally posted by Mad Imaginative:
Specially when the only invulnerable frame you have can be too short to get around certain attacks.

that's the whole point ...you don't have to dodge through them but rather go away from them;
usually i dodge on the side or diagonally or i just wait so they hit the air (for some reason they always think that i will jump in their attacks ...)
the animations of guantlets Dlight and GC neutral are very long so you have plenty of time to punish them even if you don't dodge through them (anyway if you are running out of jumps cause they threw you far away from the platform you can't really punish them ...but that's cause they already played well when they threw you far away)


with some weapons you can also attack them and outrange them


you can also throw your weapon to stun them
Last edited by ୨ಠ ͜つಠ୧; Mar 22, 2018 @ 3:26am
Legion Mar 22, 2018 @ 3:27am 
Originally posted by Gay Luigi:
Gimps are where the bold overcome the timid. So you should be bold and try to gimp them back. Learning to be comfortable with offstage shenanigans is essential, unless you think you can stay on the stage all the time.

I can't argue or counter with this logic. Perhaps off stage play practice is where I'm going to have to vitally learn.
Lord Rumpkin Mar 22, 2018 @ 3:39am 
Originally posted by Mad Imaginative:
Originally posted by Gay Luigi:
Gimps are where the bold overcome the timid. So you should be bold and try to gimp them back. Learning to be comfortable with offstage shenanigans is essential, unless you think you can stay on the stage all the time.

I can't argue or counter with this logic. Perhaps off stage play practice is where I'm going to have to vitally learn.

I recommend practicing with defense stance asuri. Her katars can be lethal offstage.
Dookis Mar 22, 2018 @ 4:13am 
When someone is setting up a gimp you wanna slow the game down. The worst thing you could do is panic jump right back into their attacks. As soon as they hit you fall a bit so you have time to analyze whats happening. Now theres 2 ways to gimp, reaching down and continuosly whacking your opponent downwards or camping the wall and denying a wall touch. If after dropping a bit they are still following you downwards you have a chance to gimp them back by dodging through them and atacking downwards (or on hammer just recovery). If thats not an option just dodge through and get the hell back to that wall. If you dont have a dodge any attack that will outrange theirs should be fine (usually a nair but a weapon throw up is also excellent if you have trouble timing nairs). Now if their camping the wall its a bit harder. They honestly have the advantage in that position no matter what you do (since when you touch they always get a garunteed hit). You really just gotta juke them out or try and hit them with something so you can get a safe touch. If you have a big weapon like spear or lance a weapon throw up should cover for you as you touch. Always remember that if you have enough jumps going back on stage is also an option. Yes some weapons are better at gimping and thats by design. Each weapon has its own strengths and weaknesses.
Legion Mar 22, 2018 @ 6:24am 
Originally posted by REN | SpookyBum:
When someone is setting up a gimp you wanna slow the game down. The worst thing you could do is panic jump right back into their attacks. As soon as they hit you fall a bit so you have time to analyze whats happening. Now theres 2 ways to gimp, reaching down and continuosly whacking your opponent downwards or camping the wall and denying a wall touch. If after dropping a bit they are still following you downwards you have a chance to gimp them back by dodging through them and atacking downwards (or on hammer just recovery). If thats not an option just dodge through and get the hell back to that wall. If you dont have a dodge any attack that will outrange theirs should be fine (usually a nair but a weapon throw up is also excellent if you have trouble timing nairs). Now if their camping the wall its a bit harder. They honestly have the advantage in that position no matter what you do (since when you touch they always get a garunteed hit). You really just gotta juke them out or try and hit them with something so you can get a safe touch. If you have a big weapon like spear or lance a weapon throw up should cover for you as you touch. Always remember that if you have enough jumps going back on stage is also an option. Yes some weapons are better at gimping and thats by design. Each weapon has its own strengths and weaknesses.


Gauntlet is making this extremely difficult to get around.

Neutral > Slight > GC > Neutral > Dlight > Neutral Jump/Wall Throw Catch Dlight

Doesn't take much to get a win or lost with this dumb weapon gimp.
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Date Posted: Mar 22, 2018 @ 2:33am
Posts: 8