Brawlhalla

Brawlhalla

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Terminology for Brawlhalla
By timeless (hibernating)
This will help you understand the sometimes confusing terminology in Brawlhalla.
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General Terms
- Neutral Game:

The state of the game when both you and your opponent have all of your options available to you.

- Advantage State:

The state of the game when your opponent doesn't have all of their options, typically forcing them to do certain things.

- Disadvantage State:

The opposite of the advantage state.

- True Combo (or just combo for short):

A series of attacks that have no dodge windows.

- String:

A series of attacks that have dodge windows.

- Dodge Window:

A period of times measured in frames that you have to dodge out inbetween stringed attacks.

- Gimping:

The act of killing someone early, traditionally done by going deep offstage and getting rid of all of their options.

- Edgeguarding:

Guarding the edge of the map to try and get a kill on your opponent(s).
Types of Attacks
- Neutral Light (or nLight for short):

An attack used by pressing the light attack button without a direction input or by pressing up.

- Side Light (or sLight for short):

An attack used by pressing the light attack button while holding the left or right directions.

- Down Light (or dLight for short):

An attack used by pressing the light attack button while holding the down direction.

- Neutral Air (or nAir for short):

The same thing as an nLight just in the air.

- Side Air (or sAir for short):

The same thing as a sLight just in the air.

- Down Air (or dAir for short):

The same thing as a dLight just in the air.

- Recovery (or Rec for short):

This move is used by pressing any direction in the air except for down, all weapons recovery attacks travel the legend upwards to recover to the stage, hence the name.

- Ground Pound (or GP for short):

To execute this move, hold the down direction and press the heavy attack button, this move will go as long as you hold the down direction or until you hit the ground.

- Signature Attacks (or sigs for short):

Signatures are attacks that can be used on the ground by any legend with any weapon, the attacks can be changed by directional input just like light attacks, they also follow the same naming terminology (nSig, sSig, and dSig). However, no legends have the same signatures, the sigs are one of the defining features of each legend. Signature attacks are executed by pressing the heavy button and a direction while on the ground.

- Heavy Attacks:

Heavy attacks are the same as signatures just for the unarmed moveset, all legends have the same heavy attacks.
Types of Dodging
- Normal Dodge (or just Dodge):

A dodge that's available to you with no momentum needed and can be angled in 8 directions, it's main purpose is to escape strings or failed combos. This type of dodge has a cooldown of 1.33 seconds on the ground and 3.23 seconds in the air.

- Spot Dodge:

A normal dodge with no directional input.

- Speed Dodge:

A dodge that's available as soon as you have certain amount of momentum that can be canceled into a light attack if canceled, you have invincibility frames until the first hitbox of your move comes out.

- Chase Dodge:

A speed dodge that's obtained after hitting an opponent.

- Chain Dodging:

A chain dodge is two speed dodges strung together, it's purpose is to enclose space. This type of dodge can also be cancelled after the first dodge into a spot dodge or an attack, when you cancel into an attack you will be invincible until the first hitbox of your move comes out.
Types of Dashes
- Normal Dash:

A spacing tool best utilized for unreactable approaches and mixups. This can be done by pressing foward or down (or both) and dodge at the same time.

- Back Dash:

A dash that sends you backwards. This type of dash is slightly different as it doesn't move as far as the normal dash and has a bit of lag before being able to input a jump or attack.

- Sprint:

Sprinting is basically a dash that you're able to control the distance of (as long as it is longer than a normal dash). This is the fastest way to move in the game. Sprinting is executed the same way as a normal dash except that you hold it for as long as you want to perform the sprint.
Special Techniques
- Ledge Cancelling:
This tech is exclusive to dLights and dSigs, this tech is used to speed up the process of doing a dLight or dSig on a ledge. It's done by doing an attack as soon as your legend's foot is at the same level as the ledge.

- Gravity Cancel:

This tech let's you do a grounded move in the air by spot dodging in the air then immediately doing any attack.

- Slide Charge:

A slide charge is a tech that allows you to slide off the stage with any chargable attack once you have some momentum. Keep in mind some sigs are not slide chargable.

- Reverse Slide Charge:

The same thing as a slide charge except you turn around right before walking off the stage. This tech also doesn't work with some sigs.

- Dash Breaking:

A tech that allows you to perform a dash that moves you foward the normal distance but does not slide at the end like a normal dash. This is executed by holding backwards after performing a dash.
Community Terms
BMG is Blue Mammoth Games, developers of Brawlhalla.

Community Color, or CC, is a special color (blue, gray, and orange-yellow) only unlockable with codes given at developer giveaways, for great contributions to the community (finding bugs, creating tutorials or fanart, and more), or as an award for winning certain tournaments.

Metadev is a skin unlockable only with codes given away at events that involve the developers of Brawlhalla in the flesh (thus the name, “Met A Dev”). Currently, the only such skins are the Metadev Orion, Ember, Brynn, and Bodvar.

Malhalla is the built-in Brawlhalla store, where you can unlock Legends and purchase skins, taunts, and avatars.

Salt is frustration and anger caused by gameplay or gameplay events. A losing player who becomes angry with the winning player is often called “salty.” This term has its own taunt, which tends to induce this emotion in many players.

Tilt is when a player enters a continual losing streak. Often self-perpetuating, tilting is typically caused or exacerbated by impatience, frustration, and anger during play (the “tilted” state), which usually leads to even more losses. A typical piece of advice for a tilted player is to calm down and take a break if possible.

Spam is when a player uses the same move over and over. Most commonly used for players who repeatedly use a single signature attack over and over which is commonly considered a poor fighting strategy. Many losing players tend to accuse their opponents of “spamming,” sometimes without any actual reason.

Calculated is a remark often said to describe an amazing combination of skill and precision, very often involving the Mine. More often than not, a “calculated” moment is just lucky positioning: however, experienced players sometimes try to actually calculate such combinations with careful mine placement or bomb throws.

Pulling a zee or just zee is a term used when a player kills themselves for no apparent reason, generally from misjudging platforms, miscounting jumps, or a combination of the two, resulting in a free or early stock for the opponent. Named after player ZeeZombie, who became infamous for doing this during several well-watched tournament bouts.

The Crockie or crockie ball is an alternate term for the Spike Ball gadget, named after player Crockie after he became known for continual skilled and inventive use of the gadget during gameplay.

The black hole is a combo executed by two players to juggle a third player back and forth between them continually, most often using the same moves over and over with good timing. If spaced correctly, the trapped player has no opportunity to dodge or move away between the hits and continues to accumulate damage until a final strike with a different move knocks the doomed victim off the stage. A black hole requires a significant degree of coordination between the two players, and therefore most commonly seen in 2v2 matches.

Stardust Tech is a certain way of bomb juggling (throwing it upwards and catching again) used to bait out dodges and/or create opportunities for your own bomb throw. This term was coined after player ThStardust consistently pulled off this tech in multiple games in a row during the second WEB Grand Tournament. Examples:
Tybo Dodge is when a player dodges into an opponent at a sub-optimal time, causing them to be punished – usually in a very bad way. It was coined after player Tybo, who used to do it all the time.

Pulling an egg is when a player misses a large tournament by sleeping in for too long. It was “popularized” by player eggsoup, who did this all the time, even for important games.
Weapon Starving is when a player throws weapons off the map and/or keeps players away from dropped weapons in an effort to make their opponent barehanded.

Russian Mafia is a peculiar and very effective Hammer combo when you lift the opponent in the air with the stomp (dLight), jump and grab him in mid-air with the Recovery to smack on the ground. This is often complemented by grabbing the rebounding enemy with the dAir to launch him up in the sky, which often results in a knockout.

Bread-and-butter attack is a term used in this wiki to describe an attack (usually a Signature) that is versatile enough and can be used in a variety of situations.
Lingering attack is when an attack (usually a Signature) “hangs” in the air for some time after the initial burst or swing, and can still damage enemies who happen to run into it (unlike the attacks that can hurt the enemy only for a frame or two). The most noticeable lingering attacks in the game are Azoth's Forward and Down Bow Signatures, which can damage enemies with fading-out flames.

Active Frames is the duration of your attack’s hitbox (i.e. the number of game frames during which the attack can hurt you). Active frames are preceded by start-up frames (charge-up time), and followed by recovery frames (recovery time) -- the character is vulnerable and usually cannot hurt/move during charge-up and recovery times.

Cooldown is an additional delay between using the same move two or more times in a row. Makes spamming a single attack over and over a very bad idea.

Bodied To be hopelessly defeated; utterly destroyed similar to the term rekt.

This guide has taken information from many other outdated sometimes up to date guides to make the best and most recent guide to help you all :)
4 Comments
Kirbae Jul 26, 2020 @ 8:27am 
I have now become a master of this game. Thank you.
Cap Oct 14, 2019 @ 5:11pm 
This is very comprehensive. Well done!
timeless (hibernating)  [author] Jul 22, 2019 @ 11:19am 
Np Roxer <3
Roxor Jul 22, 2019 @ 8:10am 
Thanks for the guide man:)), really underrated guide.