Brawlhalla
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Weapon Kits and Counterweapons (Revision 1.5)
De către Corvax și colaboratorii 1
I didn't know this guide would blow up so big! Thank you all!

Got the idea to make this from a post I commented on on Reddit, so this will be an expanded edition I guess. As the name suggests, this guide will cover all weapons and how to counter them if they can be (looking at you axe).

Each weapon will go as follows:
Weapon Kit
Meta
Strong Aganist
Weak Aganist
Skill Level for Competitive Play 1-5

I tried to make this guide to be pretty well understood by players of all skill levels, so everyone should be able to learn something here. You need to remember however, that this is all my opinion of each weapon and not objective (although some things like me mentioning true combos are in fact objective, you get the point).

Some lingo you'll need to know incase you don't already:
Gc=gravity cancel
Gp=ground pound
Nlight=neutral light
Slight=side light
Dlight=down light
Nair=neutral air
Sair=side air
Dair=down air
Rec=recovery
Lc=ledge cancel
Cd=chase dodge
Sp=spot dodge
Dj=dash jump
Nsig=neutral signature
Ssig=side signature
Dsig=down signature

This is probably gonna be a really long guide so uhhhh get some popcorn or something.
   
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Preface
Yeah I know, this guide is so long it gets to have a preface (if you wanna skip to the actual meat of the guide, do so now cause this section is more than a few words long). There are two archetype playstyles in brawlhalla: Spacing and Pressure. Both of these cancel each other out if played perfectly. Each weapon can be summarized as being either spacing-reliant or pressure-heavy, sometimes both. For each weapon, both of these playstyles need to be used in order to make any groundwork at all, If you don't space, you'll get hit by everything trying to land a hit yourself, and if you don't pressure, your opponent will get comfortable with you and will be able to advance and pick you off without fear, even if you have perfect spacing.

Each weapon does not rely on these playstyles equally though, doing so will also get you nowhere. For example Katars rely on pressure more than spacing because of how stacked it's hitboxes are, and blasters rely more on spacing than pressure because of how disjointed it's hitboxes are. Each weapon requires a different amount of spacing and pressure to play well, and likewise, each weapon needs a certain amount of spacing and pressure to be played aganist.

Now the other two things inherent to Brawlhalla that fight aganist specifically pressure and must be considered are Dodge Windows and Reaction Time. Dodge windows are the number of frames (out of the 60 frames per second Brawlhalla runs in) in between attacks that a person can act and possibly escape from a series of attacks. This is what separates a combo from a string - strings have dodge windows, combos do not. Reaction time is a different story. Dodge windows are a mechanic in Brawlhalla, reaction time is a flaw of the players playing it. Reaction time is how fast a player can react to what's happening onscreen, this means it affects their gameplay. Reaction time affects everything about the game; how many dodge frames a string actually has, how well a person can attack or defend aganist attacks, even turning a combo into a string because of the space between inputs. Reaction time is the biggest factor when considering how a weapon functions, because there is how a weapon functions in game, and then there is how the weapon functions in game with reaction time.
Without Futher Ado, The Weapon Kit and Counterplay Section!
So here's how it works, I'll cover how the weapon functions, the metagame of said weapon, what weapons it works well aganist, which weapons it plays poorly aganist, then wrap it up with a skill level rating from 1 to 5. Ready? Good.
Sword
Sword is a fast combo weapon that relies on true combos and read strings for damage racking. Requires optimal spacing to be played effectively. Good at gimping. It's a pretty straightforward weapon to be honest, no crazy advanced strings like other weapons (aside from the gc dight string after the true dlight dair combo, but it's not a hard combo to learn).

Sword is more bait & punish than anything. The true combos it has makes this the optimal playstyle, the second most effective being aggressive and pressure-heavy, which only works well against weapons which lack stacked or partially stacked hitboxes.

Sword works well against sword for having better offensive tools than defensive tools, and against blasters which lack fast close grounded hitboxes. (Which is where being aggressive works better than bait-heavy).

Sword struggles the most against spear I would say, although not by much. Baited ground attacks can lead to spear chipping on decent amounts of damage. Being aggressive doesn’t yield much reward since spear beats out grounded and dashjump sword approaches.

Skill level: 2 (baiting is easy, right?)
Spear
One of my personal best weapons for edgegaurding with. Gimp and spacing heavy, more so than sword because spear can actually out-space other weapons, it can certainly beat out almost all other weapons offstage if played correctly and would be the #1 best edgegaurd weapon if gauntlets didn't exist.

Requires reading to get grounded strings started, sair combos do not. The entire weapon is centered around spaced attacks and pressuring your opponent to burn their dodge because of how well spear can punish a misplaced dodge - especially against other weapons with far hitboxes like blasters. Try to make your opponent play your spacing game and once you do that, you'll have an easier time getting a kill.

Spear fares well versus weapons with shorter range like gauntlets or sword: you will be harder to punish for whiffing an attack since they will be busy trying to outspace you and will likely be farther away (Unless you’re playing against katars). Good players using these weapons aganist spear will know to keep pressure in mind after you use your dodge instead of focusing solely on staying out of range. Spear also has decent tools to deal with axe, it's range and its slightly faster aerial moveset as well as it's significantly faster grounded moveset enables it to stop an axe slight approach. In particular, spear nlight and sair will halt a lot of grounded approaches from axe. (Creds to CthulhuYourSavior for telling me about the matchup)

Spear is lacking when fighting a blasters wielder. The lack of stacked hitboxes can be punished with dlight which will hit in the deadzone of spear nlight and can punish spear dlight with a sair or dair combo. Slight and sair will also beat out spear slight. An airborne spear user also lacks fast defense options to counter someone comboing them. The only attack you can use for this is nair, which is quite slow in a situation such as this.

Skill level: 3 (Marth is that you?)
Katars
A string-based weapon like scythe, but not as painfully obvious and with true combos. Most short hitboxes in the game I believe. Rip.

Katars are all about constant pressure, second only to scythe and different in that you can be constantly on top of people with katars, whereas scythe needs some space to apply pressure. Katars have great pressure tools such as being able to string nlight into literally anything, even sigs on some legends. Another great pressure tool is nlight into wait for a dodge, which katars can cover in any direction. Because it's a bit hard to understand reading it, I'll drop a picture here: Again, it’s good at pressure (down-away dodge is probably the best option, because you can dodge then quickly jump away).

Katars work well against any weapon that lacks very many close hitboxes because of the sheer amount of stacked moves katars possesses, most notably blasters.

Katars get rekt by a good lance or scythe player. For different reasons as well. Lance beats katars because of both it’s better range and hitboxes that hit the entire length of the weapon. Aerial approaches are hard because backdodge kind of just exists and grounded approaches are even harder because all three of lance’s light attacks. Scythe beats katars for a completely different reason: scythe can intercept 90% of all katar strings attempted at higher percents, so katars struggle to kill versus scythe legends. It’s like Luigi’s Melee nair all over again. Nlight strings are beat by dair aside from nlight recovery, which is faster than dair can come out (which is why down dodge exists). Dair strings can be fixed with a simple nlight to the face, slight loses against backdodge slight, and dlight falls to dair from above or nair from below (keep in mind this is all with optimal reaction time so it’s actually more optimal to jump away or dodge instead of countercombo, but you get the idea). “Your string is my string now” is the moral here.

Skill level: 4 (consistent pressure takes more skill than spacing in my opinion)
Bow
Bow has this really weird pressure from a distance playstyle, which is like the exact opposite of what pressure is. But it works if you place your moves where they should be. A pretty even split between spacing and pressure would be the best way of describing it.

Bow has so much frontal coverage it’s amazing. Nlight stops air attacks almost two full body lengths away from the user and also hits stacked, slight is like a discount spear slight because of where the hitboxes come out, just not as tall, and let’s not even talk about dlight, which is where the majority of the grounded pressure comes from, from miles away too. Bow also is nearly, if not as good, as spear when it comes to edgegaurding. The gimp angle is more diagonal, which makes it hard to choose to either face the blastzone or the stage when edgegaurding.

Bow makes short work of katars, not as much as lance, but still a fairly easy time. Bow also can edgeguard a recovering spear user pretty well, dair beats recovering from the wall and gc dlight into sair beats recovery at max range, as well as ground pound if they recover with it vertically.

Bow has significantly more grounded coverage than aerial coverage, which creates a deadzone in which a well spaced lance dair or blaster sair can shoot right through. But aside from those two attacks, I actually think cannon is the best counterpick. Because bow dlight moves the user forward so much, a spaced cannon dlight will do the trick quite well, which can combo into either slight or sair of course. Sair also beats out bow dair and even sair. Another way to punish dlight is with a dashjump dair, which can bait a back dodge or up dodge, which cannon sair or recovery has you covered. Cannon must rely on baiting rather than approaching, but the punish options work very effectively.

Skill level: 3 (you sure you have enough coverage??)
Hammer
Legend says that scythe and hammer are locked in an eternal battle of who can wallhug the most and neither seem to be winning. But aside from that, the slow-moving hammer swings call for more predictive skill than most other weapons, however it has more use as a defensive weapon rather than offensive, and when I say that, I mean it. Slight has quite a disjointed hitbox which is like a halting block for any and all grounded approaches, sair has momentum-transferring properties like unarmed or katar sair does, which makes defensive spacing the name of the game in the air. And nair.....has THE MOST deceptively large hitbox in the entire game. Not only does it hit halfway behind the user, but it also can be pivoted to hit on the opposite side. It beats out all ground pounds more easily than recovery , the hitbox starts slightly in front of whoever threw it out, AND IT KILLS. Through all that nair still seems to be rarely used whenever I play against hammer legends for some reason, it definitely is the better recovery defense versus hammer recovery, as it has slightly more range but also completely covers the airspace above the user, not just slightly behind like recovery. It’s great. Use recovery before your second jump when recovering, jump nair is the way to go when defending against gimp or ground pound attempts.

Ah yes, my favorite weapon. My favorite thing to do with hammer is to true combo dlight into literally any of my other attacks at varying percents that aren’t ground pound. Even dlight into dlight you say? Well of course! Other than that hammer relies mainly on true kill confirms after racking damage with....the same kill confirm but at lower percents. It certainly is a bait and punish weapon as it lacks approach moves that can combo aside from a grounded sair, which still isn’t an optimal approach move. Also did I mention the Russian mafia kills and three different percentages? Dair, sair, and nair boi. Thanks to the recovery nerf dair only kills legends with low and average defense, you would have to use sair and nair to kill legends like Roland or Barazza unless you are using a strong hammer legend like Gnash or Kor.

I don’t think hammer has any weapon matchups that it has a definitive advantage against because of its inherent defensiveness, possibly cannon because sair can punish sair and slight can punish all three cannon light attacks, but that’s it.

The only weapon hammer really loses to hard is blasters. Hammer just gets walled out and is still beat if the player retreats to a defensive playstyle. Don’t be surprised if the hammer player starts wallhugging in the latter half of the match. Aside from that, another weapon would be scythe perhaps, but only because it lacks the tools to punish strings except for dair, but you are better off dodging out of it rather than countering anyway.

Skill level: 4 (did I mention hammer combos and strings look badass?)
Lance
Lance has both many kill options and many combo options, which is probably why I used to hate playing against it so much. The attacks that launch you forward are the ones that have the most string potential, you can string five slight dairs in a row at 0% on big thundergaurd which can then KILL with an slight ssig. (Impractical, but emphasizes how easy it is to string with this weapon).

Lance’s main approach tools, slight, sair, and dair, act like bow dlight to a lesser degree in that it covers a long distance while also bringing the user with it for more combo potential. Lance gains the most off of a whiffed dodge or attack. Spacing is rarely required as the main combo move hitboxes are without deadzones, aside from nlight, mainly because it is of shorter range however.

Lance works quite well against katars as mentioned above and also gauntlets because of their lack of range. That’s about it.

Likewise while lance is strong against gauntlets, it’s also weak against them as well. Lance attacks bring the user’s hurtbox with it, so someone who is good at dodging attacks can counter lance attacks easier than other weapons with moves like jump dair and dodge slight strings. It’s also pretty easy to gimp lance with ground pound, and even easier to gimp recovery with nair, which actually string the other way around.

Skill level: 3 (you can’t deadzone lance)
Blasters
The definition of deadzone spacing, it’s blasters boi. Blasters shine both on and offstage equally, onstage for damage racking and offstage for killing. Blasters lack onstage kill options as sair doesn’t connect to dlight at kill percents. Any other kill option is a string or requires reads to get. Blasters also have the most tech-heavy combos in the game, and almost all of them have to do with x-pivoting, which is semi-dependent on what control scheme you play with (you can say goodbye to neutral pivoting if your jump key is the same as your aim up key).

The metagame of blasters is one of the simplest - spacing, plain and dry. Wall off your opponent with hitboxes and slowly close in, but never close enough that your moves won’t connect or your opponent can hit you. It’s greatest strength is also it’s greatest weakness because of how much dead space is in between most of its ground attacks and sair, which are going to be your main approach tools. Dair is ok for approaches but is mainly used as a combo extender and should really only be used as a mixup approach option from time to time.

Blasters work well against hammer and cannon as you can out-space cannon approach tools, the only move to really watch out for is cannon dlight: the move has the wielder do a short hop before slamming down, which dodges above blaster dlight and mistimed slights.

Blasters have the most prominent weaknesses when compared to other weapons. It struggles heavily versus katars and gauntlets for having so much disjoint on it’s moveset that these two weapons can take advantage of. Most blaster sigs are great for short range defense if the hitbox wall fails, but these are obviously punishable for having more endlag.

Skill level: 4 (Short range? That’s not very optimal - Diana talking to Val)
Axe
Oh boy one of the big two. Axe acts like hammer for the most part in that it’s a slower weapon with powerful force behind it, but different because axe can actually approach. Axe also has way more knockback in each attack when compared to any other weapon. Sair, dair, nlight, dlight, recovery, and ground pound are all ridiculously strong, and recovery specifically is one of the best moves in the entire game because of the sheer amount of range and 360 degree coverage it has. The move can act as both sair and ground pound depending on which angle you hit it from. Dlight is comparable to spear dlight, just that there is zero dead space and your hurtbox stays grounded, it shreds any air approaches to bits and the only thing lacking about it is its laughably small frontwards facing hitbox which only hits partially stacked at max range, but this is what nlight covers so it’s not a flaw by any means.

Just because axe can approach, doesn’t mean that’s the optimal playstyle for it. On the contrary: axe benefits more from baiting attacks and punishing them. Unlike hammer, axe sair has lackluster string potential past any percentage outside of white to yellow, which is the cost of having more range. But the thing that makes axe better than hammer by far is the fact that it’s main grounded approach tool, slight, can actually combo into nair and sair at any percent until red. Nair offers the most combo potential because of how many times you can read and string more of them after the initial nair. Repeatedly using recovery close to the ledge is actually an effective edgegaurding tactic, just because of how much range the move has. Axe is, in my opinion, the easiest weapon to play competitively. The combination of range and power more than makes up for its slightly slower speed.

Axe plays well against a lot of other weapons, although none of them are at a severe disadvantage if they have fast movement, with the exception of sword maybe. Axe acts a bit like blasters when playing against hammer because you can tear through hammer’s defense, and just simply outranges sword and does a better job of edgeguarding than sword does. Sword also is pretty much incapable of edgeguarding a recovering axe user, although this is generally the case with all weapons.

Likewise, axe doesn’t play significantly poorly against any other weapon either. Scythe struggles to get close enough to string and katars and gauntlets are just outranged period. Cannon and lance are able to do better than other weapons I’ve noticed, both have fast approach options and can apply pressure, which axe can falter with sometimes because of its lack of stacked hitboxes.

Skill level: 2 (ggez)
Gauntlets
Another weapon that benefits slightly more from defensive play, especially against long range weapons. Gauntlets have the most diverse stringset in the game, and also excels at offstage play and edgegaurding, which is why gauntlets also benefit from a pressure playstyle. Gauntlets also benefit from pressure because of how well they can capitalize off of a dodge, more so than any other weapon I would say. It does not have as optimal of a toolset for approaching as other weapons do, which is made up for by the sheer power that lies within its combogame when it does find a way in, the trick after this though is to keep your opponent’s breathing room to a minimal. Gauntlets do take a great deal of skill to execute most of it's advanced combos and strings which is part of the reason why some of it's combos are almost unreactable - because the opponent doesn't even know how to dodge out of them from lack of experience with said combos.

Gauntlet players benefit the most from a floaty playstyle. Which is why weapons with good aerials such as axe or sword can outplay gauntlets in the air. It’s also difficult to fight offstage versus gauntlets, which is where a lot of edgegaurding will take place. Like blasters however, gauntlets have no onstage kill options that are true.

Gauntlets play well against blasters and spear again by abusing the deadzones in their moves. It’s also exceptionally easy to gimp lance recovery since nair hits from above and knocks back from below.

Axe works against gauntlets, but not a great deal unless you have a wicked spacing game. Gauntlets also struggle slightly versus hammer because hammers defense beats gauntlet offense by the tiniest bit, which is also reversed if hammer tries to approach. But what gauntlets really fail to play against is lance onstage. No dead space to abuse, less airspace to approach from, and less string potential against lance’s aerials.

Skill level: 4 (you gonna let me combo or not?)
Scythe
Probably gonna get a bunch of hate for my philosophy on scythe, but here it is anyway. Scythe is strictly and I mean STRICTLY a string and pressure weapon. Because it has no true combos at all, the scythe user must be able to read and/or predict where to put the next attack in the string 100% of the time, which is of varying difficulty depending on the adaptability and mixup skill of the opponent. The whole point of scythe is to do strings as long as you want, at the cost of kill-worth knockback until deep red, which is actually what enables scythe to string so long in the first place. Scythe offstage is also fairly easy to gimp and edgegaurd with, which is where about half of scythe kills will happen. I say this without any sugarcoating whatsoever: scythe takes on average, more skill to play optimally than any other weapon. Ahhhhhh what??? How dare you!1!!!11!!1!

The reason why scythe takes so much skill to play at a competitive level all boils down to human reaction time and prediction which I talked about earlier. No scythe player will ever be able to execute a successful string 100% of the time, strings intrinsically don’t allow that, but when an ENTIRE weapon is string-based, it puts the player at a disadvantage from the start until they are able to predict effectively after observing their opponent’s playstyle and tendencies. New players simply can’t combat scythe because lack of moveset knowledge, slower reaction time, etc. and more skilled players lose to scythe purely out of being read or baited. This doesn’t shift the blame of the loss entirely off of the scythe (again, human reaction time), but it does in part because of what the loser fell for or failed to mixup. Getting a kill from a true combo is fully to “blame” on the weapon because of how the weapon functions. Scythe is completely about finding new ways to trick your opponent into doing something, then capitalizing off of that something. That’s it.

Like I said earlier, scythe walks all over katars and does a pretty good job against sword. Any situation that lacks a countercombo option is almost always in scythe’s favor.

Scythe’s counterweapons, cut and dry, are lance and sometimes gauntlets. A safe lance player can either fake out or bait, and it also has a superior aerial approach game to scythe’s anti-air defense. Scythe outranges gauntlets, but gauntlets have a much easier time relieving scythe pressure because of its closer hitbox moveset.

Skill level: 5 (I can already hear a faint but persistent reeee in the distance)

Cannon
Last is the weapon no one ever uses. A cannon being a string weapon seems weird, but it also is a rushdown weapon unlike other string weapons, I mean, have you even SEEN it’s sair? Lightning. Cannon also has a deceptively large hitbox on its dlight, which is conveniently one of its combo starters. Cannon strings are similar to gauntlet strings because both make the players fly all over the stage, cannon more than gauntlets. Because of this, cannon strings can seem a little hard to get out of because you have no idea where to dodge, which is also what makes cannon's rushdown nature really effective.

The look of cannon is not one of speed, which catches opponents off guard more often than you would think. This will most likely change as cannon normalizes. A grounded sair is one of the best string starters for cannon, the big range and exponential knockback makes it both a combo and kill move. The best playstyle for cannon is a dodgey, hit & run playstyle because of how quickly it can rush in for a quick combo then rush back out to reposistion. Cannon will more often than not make it back to the stage if not killed by an attack outright, so chipping on damage until high enough to kill seems to be the best bet as well as gimping.

Cannon plays well against bow as I mentioned previously, as well as blasters sometimes if you play dodgey well. Other than that cannon really just comes out even with about any other weapon.

Axe seems to give cannon the most trouble, because cannon’s speedy approaches can be shot down with axe’s superior range. I still haven’t played cannon too much and rarely see it in ranked, even for being over half a year old, cannon still isn’t fully integrated into the metagame.

Skill Level: 3 (find out how how this weapon works in the next episode of dragon ball z)
Orb [W.I.P]

Great Sword [W.I.P]
Unarmed (Written by Blue)
“The tempt for greatness is the biggest drug in the world.” – Mike Tyson once said, and truly like in any fight greatness is achieved through discipline, practice and commitment. These are the three aspects of unarmed that are mainly applied and used in Brawlhalla. From choosing your battles, improvsing and experimenting with new technique or strings to knowing how and when to apply your knowledge is what makes Unarmed one of the hardest in the arsenal. For where it lacks active frames and range, it supplies deadly speed and agility offering a master a key to victory in what could be a heavy loss. Although it requires precise inputs and combo timings, dexterity and speed are no laughing matter when it comes to Unarmed. While sort-of noticable with weapons, it is greatly significant for unarmed, for an extra dodge frame could mean the stock on a gimp or faster connection after a weapon toss. Unarmed is something that compliments Aggressive Risk takers for its ability for mix-ups and follow-up potential inbetween strings. Like:

Bow Weapon toss -> DLight -> Weapon Pickup -> GC -> NLight
Seen used by LDZ during the 2016 World finals.

Unarmed is joker card all in itself: That it creates a make or break situation with pure reads and skill needed to rack early damage in the neutral game that could lead to kills in the late game, but with it come vulnerability and risks of pointless potential damage taken early on leading to your demise.
Remeber: Discipline, Practice and Commitment.

Unarmed has grounded movesets similar to Sword, Hammer, Gauntlets and Katars. From its high active frame NLight (Similar to Sword and Gauntlets NLights) to its DLight that combos great into Recovery or SAir (Like Hammer, Sword, Gauntlets and Katars). Its arial moveset are simple as well. Offering enough force on the SAir to kill far off stage left or right, Recovery off the top, Ground Pound or Down Air off the stage - It is very versatile and able to highten the pace of a match with the right choices in situations like these. With users with the proper know how of stringing combos and moves together, classifies Unarmed as a weird but funky String Weapon too. When facing soemone who knows what to follow up next after bounce off the wall around 110 Damage, requires alot of improvisation and prior spacing knowledge to have high string success rates with Unarmed 100% of the time.


Most of the time in lower elos, you will tend to see Unarmed used as a dirty way to get greasy kills and simple two-hit combos for easy damage. With Easy DLight Starter combos and Arial moves to land the second hit. But in higher elos, Unarmed isn't just a dirty sock you use cause you lost your other one. In Higher elos it is like a third eye, second sense, second weapon. For those who practice it and use it properly, Unarmed becomes a weapon in itself. Massive GImps are possible with common read moves like Reverse DAirs followed up by instant Ground Pounds. Or On stage to secure the kill with a DLight and a Jump into Recovery. Unarmed is a means of taking one by suprise, extending combos, confirming kills and gainging leads in damage throughout the game. While spacing become a factor against spears or lances and startup frames of Gauntlets and Katars, Unarmed is very well used as much as any weapon by every Main.

Weapons with a lack of fast grounded moves or arial openings. Lance and Hammer only really have DLight when stacked, and with the removal of DLight Hitting on certain occasions with Spear, Spear has nothing against a stacked NLight from Unarmed. Lance recovery, Axe NAir, Spear DAir and Scythe Arials have openings in the directions their hitboxes aren't covering, allowing for easy counters form Unarmed NAir, SAir or cheecky Gravity Cancel DLights into Jump Ground Pounds.
Long range, passive playstyles from Battle Axe, Spear, Bow, Guns, Graple Hammer, Rocket Lance, Cannon with proper spacing technique. Along with that, Unarmed also is ceceptible to fast startup weapons like Katars and Gauntlets that out range Unarmed By just enough that it becomes difficult to get in close quarters.

Skill Level for Competitive Play: 1-5. For It is used by everyone and anyone with varying skills of level based solely of their ability to read and string moves together like a puzzle. With this, the skill gap is beyond the scope and is reliant on its usage thorughout the game in players playstyles.
And There You Have It
So thats what I think about weapons. Hopefully you got some new info to test out or remember ingame. Have a suggestion or correction? Comment it and I'll fix it (You'll also get a mention where the correction is, grats). With all that out of the way I hope you enjoyed. Thanks for reading.
43 comentarii
Chingis 6 iun. 2018 la 6:26 
damn, thanks dude
Corvax  [autor] 2 iun. 2018 la 16:28 
@HyperPote so sword is a bit hard vs lance because of range. The only thing I can really say is use the baity playstyle and abuse true combos. For blasters it’s simply just outspace lance and chip in damage.

So the biggest thing with scythe is always, ALWAYS switch up your dodge pattern. Spot dodging is a bad idea in every situation as well. But the main thing is not to let the scythe user pick up on your dodging
Testing 2 iun. 2018 la 12:03 
Do you have any advice on how to counter Lance with Sword and Blasters(guess what I main!)?

Also about scythe, I know this sounds weird and will probably be dumb to ask, but do you have any advice on how to be "unpredictable" against scythe?
espressiona seniora 1 iun. 2018 la 4:41 
pls subscribe!! i want get 100 subs, and after i get codes for community colors. https://www.twitch.tv/rofldozza_twitch
Smitty7010 26 mai 2018 la 6:58 
Best guide out there rn m8. Great work so far, and i'm excited to see what else you put in!
Corvax  [autor] 25 mai 2018 la 17:00 
@|BLUE| Well that still means you can help me with some of the weapons. And I also need some help with making the unarmed section. Hit me up on steam for my discord# if you wanna help me:steamhappy:
VitaminZeth  [autor] 25 mai 2018 la 13:20 
@SWS | Corvax Im not gonna lie, i knwo some stuff about most weapons but mainly only sword, hammer, scythe and lance. Nothing that hasn't been seen on Dobreins string videos or stephanafros Orion Tutorial xD BUt honestly that would be cool to get some ideas out there.
Corvax  [autor] 25 mai 2018 la 12:40 
@|BLUE| If you want, we both could expand the guide bit by bit if you think you are knowledgable enough about the game
VitaminZeth  [autor] 25 mai 2018 la 6:20 
Love this actually, would be cool to see you expand on basic combos, legends good for starting out with each weapon and also some random clips or Gifs of examples mentioned throughout the guide. I honestly loved the Scythe section, not gonna lie.
Corvax  [autor] 25 mai 2018 la 0:47 
Unarmed section is coming up soon!