Brawlhalla's Complete Terminology & Weapon Combos Guide

Brawlhalla's Complete Terminology & Weapon Combos Guide

Opening


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First and foremost, I would like to credit and thank the Brawlhalla Wiki because it saved me a lot of hassle.

In this guide, you will learn:

Terminology for attacks, slang, and other inputs.

True combos, general combos, and kill confirms for every weapon.

In-depth information about dodges for players wanting to advance their knowledge and application of the game and its mechanics.

I truly hope this guide can help you to become more familiar with the game, and keep in mind that I'm always updating and improving this guide!

Brawlhalla Wiki Link: Brawlhalla Wiki [brawlhalla.fandom.com]

Basic Attack Information & Terminology


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Controls:

Keyboard A & B:

Keyboard and Mouse & Controller:

Basic Attack Information + How to Input Them:

When attacking, three parameters are taken into account.

Light or Quick / Heavy Attacks - two types of attack, each assigned a separate button.

Aerial / Grounded Attacks - different attacks according to whether or not the player is in the air.

Direction - different attacks according to directional inputs: the assigned Up/Down/Left/Right keys. This produces either 'Neutral', 'Side' or 'Down' inputs ('Up' and 'No Input' are both under 'Neutral').

Quick Attack - Quick Attacks—aka Light Attacks—can be inputted by clicking the left mouse button (LMB) for keyboard and mouse, C or J for keyboard, and X for controller.

Tip: These will be what get you most of your damage!

Heavy Attack - Heavy Attacks—aka Signatures—can be inputted by clicking the right mouse button (RMB) for keyboard and mouse, X or K for keyboard, and B or Y for controller.

Tip: These will be mainly used to kill, or end combos!

All light attacks and aerial heavy attacks with weapons, and all unarmed attacks are shared universally, but grounded heavy attacks performed when holding a weapon are unique to the legend and weapon.

For example: Sword dsig on Sidra is different than her cannon dsig, just how Hattori's sword dsig is different from her spear dsig. Additionally, dsig on Sidra's sword is different than dsig on Hattori's sword.

Left to right, up to down: Sidra's sword dsig, Sidra's cannon dsig, Hattori's sword dsig, and Hattori's spear dsig.

Terminology:

Grounded Light Attacks:

Nlight / Neutral Light - Perform a light attack on the ground without holding a directional input, or while holding up.

Slight / Side Light - Perform a light attack on the ground while holding left or right.

Dlight / Down Light - Perform a light attack on the ground while holding down.

Grounded Heavy Attacks:

Nsig / Neutral Signature - Perform a heavy attack on the ground without holding a directional input, or while holding up.

Ssig / Side Signature - Perform a heavy attack on the ground while holding left or right.

Dsig / Down Signature - Perform a heavy attack on the ground while holding down.

Aerial Light Attacks:

Nair / Neutral Air - Perform a light attack in the air without holding a directional input, or while holding up.

Sair / Side Air - Perform a light attack in the air while holding left or right.

Dair / Down Air - Perform a light attack in the air while holding down.

Aerial Heavy Attacks:

Rec / Recovery - Perform a heavy attack in the air without holding a directional input, or while holding up.

GP / Ground Pound - Perform a heavy attack in the air while holding down.

Other:

AI / Active Input - 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).

Barbecue Sauce - Describes the color of the health bar when a player is in really deep-red.

For example: Asuri at yellow health, and Mordex, Hugin (Munin skin), and Rayman at barbecue sauce.

Black Hole - A combo executed by two players to juggle a third player back and forth between

them continually. 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 knocks the doomed victim off the stage. This technique has been made more difficult with the introduction of directional influence.

Bonk - Hitting the bottom of the stage when trying to recover, making it drastically more difficult to make it back to the stage.

CD / 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.

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

Two chase dodges if the player is touching the ground at the end of the attack - for example: most light attacks, grounded aerial attacks.

One chase dodge if the player is airborne at the end of the attack - for example: aerial attacks, spear dlight, sword dlight.

Zero chase dodges if the attack is a projectile signature.

For example: Yumiko chase dodging up and Lin Fei chase dodging up-left.

Combo - A combo (also called a true combo) is a type of a string where there are no dodge frames between attacks. This occurs when the stun of the first attack is longer than the recovery time of the first attack and the startup time of the second attack (plus 2 frames to account for dodge startup). Since the opponent cannot dodge in time, they are forced to take another hit.

For example: Isaiah performing the true combo dlight -> gp on Heatblast (Ada crossover).

DI / Directional Influence - If a player is stuck in a true combo and the same move is used more than once, they can change their trajectory by holding a directional input the second time they are hit by that same move.

For example: Ember is sent down-right after being hit by Diana's blaster nsig, which should have sent her up-right. This is because previously, she was hit with consecutive blaster dairs without any dodge frames in between attacks, and was holding right.

Dodge - Dodging gives you a few frames of invulnerability, allowing you 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).

Move around more efficiently and safely.

"Setup" (bait) your opponent into thinking you will do a certain move, then dodging and attacking them while they are caught off guard.

Cancel momentum when you are sent flying through the air from an attack.

Perform your signature attacks in the air – see the upcoming gravity cancel section.

Dodges are continued in the next section...

Terminology Continued


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Additionally, its length and cooldown is determined by what type you perform: Type Duration Cooldown Directional Air Dodge 12 frames (0.2 seconds) 60 frames (1 second) Grounded Spot Dodge 16 frames (0.27 seconds) 60 frames (1 second) Aerial Spot Dodge 20 frames (0.3 seconds) 163 frames (2.7 seconds) Chase Dodge 17 frames (0.28 seconds) 60 frames (1 second) Tip: 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. However, this does not apply to gravity cancels.

There are 9 directions to dodge: spot/neutral, right, left, up, down, up-right, down-right, up-left, and down-right. You can dodge by clicking shift for keyboard and mouse, Z or L for keyboard, and left trigger or right trigger (LT or RT) for controller.

Tip: Be mindful of when and where you use your dodge, as until you get it back, it can be impossible to escape your opponent's combo!

For example: Ada spot dodging a ssig from Onyx and Reno up dodging a recovery from Kaya

Fast Fall - Holding down while in the air to fall faster.

GC / Gravity Cancel - Input an attack within 18 frames of performing an aerial dodge.

For example: Diana is performing a gravity cancelled blaster dlight and Caspian is performing a gravity cancelled katar nsig.

Gimping - A gimp is when a player is knocked out, typically at low damage, because their recovery was interrupted by an attack.

Punish - Attacking/comboing an opponent after they performed a mistake or a bad dodge.

While some people may call it passive, it rarely hurts to take a moment, step back, and focus on punishing your opponent instead of landing the first hit.

Recovery Frames - The time it takes for an attack to end after it has been performed. The player can not move and is vulnerable during recovery frames.

Read - To "read" an opponent is to predict their movement/dodges, allowing the player to properly position their attacks. Some players may use the reads emote to gloat after an exceptional read.

SD \ Self-destruction - When you cause the loss of your own stock by accident.

Slide Charge - A slide charge is when a heavy attack is charged as the player is falling off the stage or a platform. To perform a slide charge, start charging a heavy attack near a ledge or the end of a platform, so that your momentum is enough to make you fall off it. This is usually done with a dash, as it provides a lot of momentum.

Tip: When done quickly enough, you can input the heavy attack in the opposite direction. This is called a reverse slide charge.

For example: Mako's greatsword ssig being slide charged off of a platform and Brynn's spear nsig being reverse slide charged off of a ledge.

String - A string is when a player lands multiple attacks in rapid succession on an opponent. Strings are a fast way to build up damage on the opponent.

Tip: Generally, strings use light attacks, as their fast startup and recovery times make it easy to chain multiple hits together. Spam - Using the same combo or move (generally signatures) repeatedly. Spamming is a mocked strategy as it can become predictable and leave you open for attacks. Sometimes losing players will accuse their opponents of spamming even if they weren't.

Stomp - Nickname for hammer's dlight attack.

For example: Cassidy and Magyar stomping.

Tilt - When a player enters a continual losing streak, caused by impatience, frustration and anger. This is self-perpetuating, and will most likely lead to more losses if a player continues to play while tilted.

Wall Hugging - Staying on the side of the stage for an extended period of time.

For example: Jaeyun hugging the wall to not engage Sentinel and Onyx hugging the wall in fear of Lucien's blasters.

Wall Slip - If a player performs 9 air jumps, wall jumps or recovery attacks without hitting an opponent, being hit, or touching the ground, they will not be able to perform air jumps, recoveries, or dodges until they touch the ground.

Tip: In this state, if you are hit off the wall, you will NOT be able to get back, additionally, past the final stage of wall slip, you will simply slide off the wall, being unable to perform even wall jumps.

For example: Zariel in the first stage of wall slip and Rick (Barraza crossover) in the final stage of wall slip.

Wake-Up Attack - Attacking immediately after getting stunned.

Weapon starving - Purposefully throwing away weapons drops so the opponent can't pick them up, essentially "starving" them of a weapon.

Weapon Throw - Weapons themselves can be thrown during combat using the Throw action, similar to Gadgets. Different thrown weapons have differently sized hitboxes, and can be charged to make the weapon throw faster, deal more knockback and more damage. All weapons have the same speed when thrown, excluding Hammer and Spear who have 0.85 and 1.1.

Tip: Keep in mind, it is possible to grab your weapon back after you throw it, but it will despawn soon after it touches the ground, or hits a player!

For Example: Wu Shang throwing his spear up-right and Volkov throwing his scythe right

Whiff - To miss an attack.

X-Pivot - An X-pivot is when your momentum is reversed from an attack that is done in a direction opposite to your current one. To perform an X-pivot, get a burst of enough momentum (from a dash, dash-jump, chase-dodge, or other) and quickly change directions and attack. If your attack has enough forward momentum, your momentum will quickly be shifted to the opposite direction, making it a good surprise attack.

For example: Cross performing an x-pivot on blasters with Snake Eyes (Thatch crossover) for position reference. As you can see, Cross jumps to the right, but moves to the left with the help of the momentum nair provides.

Unarmed


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Brawlhalla's Complete Terminology & Weapon Combos Guide image 167"Disadvantage? I'm An Unarmed MASTER!"

True Combos:

dlight -> gc dlight -> nair

dlight -> gc dlight -> sair

dlight -> gc dlight -> dair

dlight -> gc dlight -> rec

dlight -> gc dlight -> gp

dlight -> nair

dlight -> sair

dlight -> dair

dlight -> rec

dlight -> gp

dlight -> gc nsig (until approx. 270 damage)

General Combos

nlight -> nair

nlight -> sair

slight -> nlight

slight -> ssig

nair -> sair

nair -> rec

sair -> nair

dair -> gc dlight -> nair

dair -> gc dlight -> sair

dair -> gc dlight -> dair

dair -> gc dlight -> rec

dair -> gc dlight -> gp

dair -> gpKill Confirms:

dlight -> rec

dlight -> gp

dlight -> gc nsigWeapon & Attack Descriptions:

Ground Attacks:

Nlight - A rapid series of two quick, extremely close-range punches in place. Hitting with these will trigger an unavoidable close combo of four punches.

Slight - A quick, short and lunging kick with one foot that carries the user forward a very short distance. Hitting propels the target backwards.

Dlight - A quick, short and lunging kick with one foot that carries the user forward a very short distance. Hitting propels the target backwards.

Nsig - A strong, rising uppercut, done in place. Has a short delay, and knocks targets straight upwards.

Ssig - A lunging, short-ranged haymaker with one fist. Carries the user forward a short distance.

Dsig - A close-ranged "break-dance" style kick that hits anything close to the ground on either side of the user, from front to back.

Aerial Attacks:

Nair - A quick punch and kick at extreme close range. Hitting with these triggers a flurry of three punches and kicks on the target.

Sair - A quick punch and kick at extreme close range. Hitting with these triggers a flurry of three punches and kicks on the target.

Dair - A diving kick that carries the user diagonally down and forward. Hitting with this deals multiple negligible-force combined hits rather than a single hit.

Rec - A rising uppercut that carries the user upwards a short distance. Has a short delay between carrying theuser upwards and actually delivering the punch.

GP - A diving downwards stomp with one leg that stops all other momentum to carry the user straight down.

Axe


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Brawlhalla's Complete Terminology & Weapon Combos Guide image 214"Gleaming Whirlwind Of Perfect Destruction."

True Combos:

slight -> nair

dair > dlight (you must hit the last hitboxes of dair)

General Combos:

nlight -> slight/dlight

nlight -> slight -> nair

slight -> sair/sair/rec/GP

dair -> nair/sair

Kill Confirms:

N/AWeapon & Attack Descriptions:

Axe - A big, relatively slow, heavy-hitting weapon with large knockback.

Ground Attacks:

Nlight - The user swings the axe to the side. If it connects, the enemy will be hit again, causing knockback.

Slight - The user chops the axe into the ground, knocking enemies into the air. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another. However, knockback is modified along with the enemy's damage, so the user might knock the enemy farther that they desire.

Dlight - The user swings the axe diagonally upwards.

Aerial Attacks:

Nair - The user attacks above themselves in a wide area.

Sair - A swing sideways with a lot of knockback.

Dair - The user covers the area below them with a swing.

Rec - The user jumps diagonally upwards while swinging the axe around them.

GP - The user swings the axe around themselves as they fall.

Battle Boots


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Brawlhalla's Complete Terminology & Weapon Combos Guide image 240"The Best Boots For The Best Brawlers."

True Combos:

AI dlight -> nlight/slight/sair/GP

dlight -> sair -> nlight

dlight -> nair/sair/rec/GP

AI sair -> nlight

General Combos:

AI sair -> GC nlight (to catch dodge ins)

AI sair -> GC dlight -> sair (to catch dodge ins)

dair -> nlight/slight

dlight -> nair -> rec -> nair

AI sair -> CD dair (to catch opponents who fall)

Kill Confirms:

dlight -> sair/recWeapon & Attack Descriptions:

Battle Boots - A set of heavy boots that focus on flashy, kick-based attacks.

Ground Attacks:

Nlight - The user lets out a quick flurry of kicks with one foot. If it connects, the user follows through with a slightly stronger kick from their other foot.

Slight - The user springs forward, spinning boots-first with two kicks.

This attack is affected by active input on hit:

Forward input: After the first two kicks, the user strikes with a spinning kick, making them travel forward.

No input: After the first to kicks, the user performs a stronger kick with both feet. This knocks the opponent away, and keeps the user in the same place.

Dlight - The user performs a low leg sweep.

This attack is affected by active input on hit:

Down input: After the leg sweep, the user performs a jumping downward kick, making the user end grounded.

No input: After the leg sweep, the user performs a jumping side kick, making the user end airborne.

Aerial Attacks:

Nair - The user performs a backflip kick over their head. This hits in front, above, and behind the user.

Sair - The user performs two forward kicks, one with each foot.

This attack is affected by active input on hit:

Forward input: After the first two kicks, the user strikes with a spinning kick, making them travel forward.

No input: After the first to kicks, the user performs a stronger kick with both feet. This knocks the opponent away, and keeps the user in the same place.

Dair - The user kicks with two diagonal-downward kicks.

This attack is affected by active input on hit:

Down input: The user will continue diagonally downward through the opponent with the second kick.

No input: The user will jump off the opponent with the second kick.

Rec - The user performs three upward spinning kicks.

GP - The user dives downward, performing a leg drop when the attack is released - this leg drop has a larger attack range if used before the ground. The user is also able to move left and right while holding the attack.

Blasters


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Brawlhalla's Complete Terminology & Weapon Combos Guide image 281"The View From The Top Never Looked So Good."

True Combos:

slight -> nair

dlight -> nlight/slight/sair/dair/rec

dlight -> slight -> nair

dlight -> x-pivot nair

General Combos:

nair -> nair/rec

sair -> nlight/dlight/nair

slight -> sair

sair -> rec

Kill Confirms:

dlight -> sair

dlight -> recWeapon & Attack Descriptions:

Blasters - A set of pistol-like firearms that shoot out yellow blasts with its shots giving it decent range.

Ground Attacks:

Nlight - The user shoots out two small blasts. If it connects, the enemy will be shot once more and knocking them upwards and diagonally relative to the user. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another.

Slight - The user shoots out a singular blast to their side with extended range and knocking enemies upwards and diagonally relative to the user. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another.

Dlight - The user shoots out three bullets that travel across the ground horizontally. If an enemy is hit by one, they will travel to the next bullet until they are shot with the third one. The final shot knocks the enemy upwards and diagonally relative to the user.

Aerial Attacks:

Nair - The user shoots out two quick small blasts facing up.

Sair - The user shoots out a blast forwards, dealing knockback.

Dair - The user shoots out two small blasts while facing down.

Rec - The user kicks up and spins around the gun twice, then shoots up. The animation takes a considerable amount of time and can be steered. All of the hitboxes of this recovery combo into each other if no direction is inputted.

GP - The user performs a gunspin and shoots down headfirst. If you land on the ground, you will bounce a short distance.

Bow


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Brawlhalla's Complete Terminology & Weapon Combos Guide image 310"Raining Blazing Bolts From The Sky Of Champions."

True Combos:

dlight -> nlight/nair/sair/rec

dlight -> dair (the dlight must be hit close)

dlight -> GP (the dlight must be hit close)

General Combos:

slight -> slight -> dlight -> nlight/nair/sair/rec/GP (to catch dodge ins)

slight -> dlight -> nlight/nair/sair/rec/GP

slight -> CD dair (to catch opponents on the edge who fall)

dlight -> nlight -> nair

dlight -> sair -> dair

sair -> dair -> dair

rec -> CD rec (to catch opponents who fall)

GP -> GC nlight

Kill Confirms:

dlight -> nlight/nair (kills late)

dlight -> sair (useful if the opponent is out of jumps especially on the edge)

dlight -> dair/GP (the dlight must be hit close, useful if the opponent is on the edge)

dlight -> recWeapon & Attack Descriptions:

Bow - A ranged weapon with a projectile that shoots out surprisingly fast.

Ground Attacks:

Nlight - The user shoots up diagonally. The shot does considerable knockback.

Slight - The user swings their bow forward. If it connects, the user will then shoot the enemy and launching them forwards.

Dlight - The user leaps forward and shoots at the ground with great horizontal range.

Aerial Attacks:

Nair - The user does a backflip kick in the air and attack enemies above themselves with little range. If it connects, the enemy will be shot upwards.

Sair - The user swings their bow forward, dealing knockback.

Dair - The user shoots down diagonally, dealing knockback.

Rec - The user swings their bow forward. If it connects with an enemy, the user will shoot the enemy out of the bow. This recovery moves diagonally, similar to the katars recovery or the cannon recovery.

GP - The user falls foot first. If the user lands on an enemy, they will step on the enemy and shoot the foe down. This ground pound cannot be steered after activation and is the most powerful ground pound (knockback wise) in Brawlhalla.

Cannon


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Brawlhalla's Complete Terminology & Weapon Combos Guide image 344"Cast From The Medals Of Lesser Tournaments."

True Combos:

dlight -> nair/sair/dair

General Combos:

nlight -> sair -> dair (at white health)

nlight -> dair -> slight -> sair -> rec (at white health)

slight -> slight -> sair -> GC slight -> sair -> rec (at white health)

slight -> sair -> GC slight -> sair -> rec (at white health)

slight -> sair/dair

slight -> sair -> GC dair -> sair (at white health)

dlight -> sair -> GC slight -> sair (at white health)

dlight -> dair -> slight -> sair (at white health)

rec -> CD nair (from yellow to orange health)

Kill Confirms:

dlight -> nairWeapon & Attack Descriptions:

Cannon A heavy-hitting weapon with surprisingly nimble blows and a wide range of attack.

Ground Attacks:

Nlight - The user delivers a blast in front of them. If an enemy is caught in the attack, the user leaps forward to deliver a second attack, applying knockback and greatly moving the enemy away from the initial position.

Slight - The user jumps forward while swinging the cannon upwards and diagonally relative to the user.

Dlight - The user jumps forward and hits the cannon on the ground, knocking enemies up and diagonally relative to the user.

Aerial Attacks:

Nair - The user shoots a small blast above them. The user is also thrust downwards via recoil.

Sair - The user uses the blast of the cannon to boost themselves forward, hitting anyone in the way. The blast from the cannon deals no damage.

Dair - The user shoots a small blast diagonally below them.

Rec - The user jumps diagonally upwards while swinging the cannon.

GP - The user falls down with the cannon below them. If the attack connects, a blast will send the enemy downwards. This attack will create a small explosion if it hits the ground.

Gauntlets


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Brawlhalla's Complete Terminology & Weapon Combos Guide image 374"You've Got The Midas Punch!"

True Combos:

dlight -> nair

GC dlight -> nair

GC dlight -> sair (at lower health)

dlight -> slight/dair/rec

nair -> GC nlight

General Combos:

slight -> nair

slight -> nair -> GC slight -> nair/rec

slight -> rec

slight -> nair -> GC dlight -> nair/rec/GP

Kill Confirms:

dlight -> recWeapon & Attack Descriptions:

Gauntlets - A fast, close-range, low damage weapon with light attacks that easily connect with other attacks that physically move your opponent.

Ground Attacks:

Nlight - The user unleashes a flurry of punches. If it connects, the user will have a finishing blow and dealing knockback.

Slight - The user does a small uppercut forwards and arcs upwards, knocking enemies diagonally upwards relative to the user. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another.

Dlight - The user steps forward and pounds on the ground using one fist. This attack has greater attack range compared to the other gauntlet attacks and releases little knockback against the enemy, allowing the user to connect the attack with another.

Aerial Attacks:

Nair - The user puts their hands together and tries to grab the enemy of them. If the enemy is grabbed, the user will throw the enemy down.

Sair - The user dashes and punches forward. If it connects, then the user will punch them again, dealing knockback.

Dair - The user unleashes a flurry of punches downwards.

Rec - The user does an uppercut that sends the enemy straight up.

GP - The user falls with their arms behind them. When you cancel the ground pound or hit an enemy, the user will bring their arms down. Unlike most other ground pounds, this ground pound is able to be steered forwards after input.

Grapple Hammer


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Brawlhalla's Complete Terminology & Weapon Combos Guide image 403"The Gold Standard In Heavy Hitting Weaponry."

True Combos:

nlight -> slight

dlight -> slight (at lower health)

dlight -> sair/sair/rec

dlight -> GC nlight

GC dlight -> nair/rec

dlight -> rec -> nair/sair/dair (from red health)

General Combos:

nair -> rec

slight -> dlight

sair -> nlight

Kill Confirms:

dlight -> sair/sair

dlight -> rec -> nair/sair/dairWeapon & Attack Descriptions:

Grapple Hammer - A bulky brute-force weapon with a few grappling properties.

Ground Attacks:

Nlight - The user kicks twice in a limited range. If it connects, the user will bring down their hammer on the opponent.

Slight - The user bashes the enemy with the top of the hammer. The user will also move forward a short distance while doing so.

Dlight - The user stomps on the ground, creating dust particles. The stomp hurts opponents and can connect with most hammer legends' nsigs to apply reasonable damage.

Aerial Attacks:

Nair - The user swings the hammer up in a long and thin range, hitting anybody in its way.

Sair - The user swings the hammer sideways like a bat.

Dair - The user turns the hammer down. If it catches someone, the hammer hooks onto them and flings them upwards.

Rec - The user lifts their hammer slightly giving the user a small vertical boost. If an enemy is caught by the hammer during this attack, the enemy is hurled downward and the user is given an extra boost upward.

GP - The user turns upside down with their hammer in front of them to fall onto enemies. Upon landing, the user will bounce a short distance. This move will send the user straight down until either landing, cancelling the move, or hitting an opponent.

Greatsword


Brawlhalla's Complete Terminology & Weapon Combos Guide image 432
Brawlhalla's Complete Terminology & Weapon Combos Guide image 433"A Mighty Blade Suited For A Mighty Warrior."

True Combos:

slight -> dlight (the slight must hit close)

dair -> nair

General Combos:

slight -> nlight -> slight

slight -> nlight -> dlight (useful on the edge)

slight -> dlight -> nlight (useful for aerial follow ups)

Kill Confirms:

N/AWeapon & Attack Descriptions:

Greatsword - A large, two-handed sword with a unique moveset that allows for powerful light attacks and many string possibilities.

Ground Attacks:

Nlight - Neutral Light Bridge (from Side Light)

While holding the greatsword out, the user swings upward, quickly hitting enemies in front and above him. This reaches further than a Neutral Light opener.

This attack can only be performed after a Side Light opener.

Neutral Light Bridge (from Down Light)

The user brings the greatsword to their front and swings upward, creating a slash that hits enemies in front of them. This reaches slightly further than a Neutral Light opener.

This attack can only be performed after a Down Light opener.

Neutral Light Closer (from Neutral Light)The user swings their greatsword around and produces a large slash diagonally forward in the air, lifting themselves up in the process.

Performed after a Neutral Light opener or bridge, or during a gravity-cancel.

Neutral Light Closer (from Side Light)

The user swings the greatsword upwards, producing a large slash above them.

Performed after a Side Light bridge.

Neutral Light Closer (from Down Light)

The user leaps into the air and slashes the greatsword diagonally forward.

Performed after a Down Light bridge.

Slight - Side Light Bridge

The user leans in and pokes the greatsword forward. This reaches further than a Side Light opener.

Side Light Closer (from Neutral Light)

The user swings the greatsword forward, producing a downward-angled slash.

Performed after a Neutral Light bridge.

Side Light Closer (from Side Light)

The user pokes the greatsword forward with one hand.

Performed after a Side Light opener or bridge, or during a gravity-cancel.

Side Light Closer (from Down Light)

The user swings the greatsword forward, producing an upward-angled slash.

Dlight - Down Light Closer (from Down Light)

The user spins the greatsword around their body, hitting enemies on either side of them.

Performed after a Down Light opener or bridge, or during a gravity-cancel.

Down Light Closer (from Neutral Light)

The user brings the greatsword from his back and slashes downward in front of themselves.

Performed after a Neutral Light bridge.

Down Light Closer (from Side Light)

The user jumps in the air and slams the greatsword on the ground.

Performed after a Side Light bridge.

Down Light Closer (from Down Light)

The user spins the greatsword around their body, hitting enemies on either side of them.

Performed after a Down Light opener or bridge, or during a gravity-cancel.

Aerial Attacks:

Nair - The user swings the greatsword upward. If grounded, this can be used as an opener.

Sair - The user swings the greatsword downward and in front of them. If grounded, this can be used as an opener.

Dair - The user pokes the greatsword directly downward. If grounded, this can be used as an opener.

Rec - The user pokes the greatsword directly downward. If grounded, this can be used as an opener.

GP - The user falls while holding their greatsword in front of them. This move can act as a closer.

Katars


Brawlhalla's Complete Terminology & Weapon Combos Guide image 490
Brawlhalla's Complete Terminology & Weapon Combos Guide image 491"Only The Best Of The Best Can Handle These Blades."

True Combos:

slight -> nlight/dlight

dair -> nlight/dlight

General Combos:

slight -> dlight -> dair

nlight -> rec

slight -> dlight -> GC dlight (to catch opponents who dodge up-in or up-out, change the direction of the GC dlight to match your read.

slight -> dlight -> GC slight (to catch opponents who dodge in or out, change the direction of the GC dlight to match your read.

Infinite Loop (Full): slight -> dlight -> dair -> slight -> dlight -> dair -> slight -> dlight -> dair -> slight -> dlight -> dair -> slight -> dlight -> rec

Infinite Loop (Half): slight -> dlight -> dair -> dlight -> dair -> dlight -> dair -> dlight -> dair-> dlight -> dair -> dlight -> dairslight -> dlight -> rec

slight -> dlight -> GP -> GC dlight -> nair (to catch spot dodges, you have to delay the GP)

Kill Confirms:

N/AWeapon & Attack Descriptions:

Katars - A fast, close-range, dual knife-like weapon, with attacks that have little knockback but can be easily strung together.

Ground Attacks:

Nlight - The user quickly slashes their katars up then down. If this hits an opponent, the user will slash a third time upwards. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another.

Slight - The user jumps forward with their katars in front of them. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another. However, the enemy can be knocked back further than desired if said enemy is heavily damaged.

Dlight - The user jumps into the air and jabs a single katar upwards. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another.

Aerial Attacks:

Nair - The user quickly swings their katars around their body, dealing knockback.

Sair - The user slashes a single katar forward, dealing knockback.

Dair - The user descends diagonally with their katars in front of them. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another. However, the enemy can be knocked back further than desired if said enemy is heavily damaged.

Rec - The user ascends diagonally with their katars in front of them.

GP - The user free-falls face-first at a high velocity.

Orb


Brawlhalla's Complete Terminology & Weapon Combos Guide image 519
Brawlhalla's Complete Terminology & Weapon Combos Guide image 520"For The Victor Who Has Everything."

True Combos:

slight -> dlight (at white health)

slight -> sair

dlight -> nair

dlight -> GC nlight

dlight -> GC slight -> sair

dlight -> sair (at orange health)

General Combos:

slight -> dlight -> nair

dlight -> nlight/rec

slight -> sair -> dair

sair -> dair -> sair

Personal Favorite: dair -> slight -> dlight -> nair -> GC dlight -> nair -> rec

Kill Confirms:

slight -> sairWeapon & Attack Descriptions:

Orb - An unconventional magic-based weapon that's easy to control with quick attacks.

Ground Attacks:

Nlight - The orb flies around the user, hitting enemies at a short distance and knocking them forwards.

Slight - The user steps forward and flings the orb forwards, knocking enemies diagonally. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another.

Dlight - The user jumps diagonally and swings the orb around themselves. The enemy is then knocked downwards; if the enemy is standing on a solid floor, they are instead knocked diagonally upwards.

Aerial Attacks:

Nair - The user flings the orb upwards diagonally in a small area. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another.

Sair - The orb covers the area in front of the user. If the attack connects, the enemy will be hit by the orb again, dealing knockback.

Dair - The orb flies diagonally downwards. This attack will bounce off floors and walls, knocking the enemy relative to the orb's direction.

Rec - The orb spins around the user sending them up and diagonally. The horizontal distance travel during this move can be controlled.

GP - The player falls down while with the orb ready. When the attack button is released the orb will fly downwards.

Rocket Lance


Brawlhalla's Complete Terminology & Weapon Combos Guide image 550
Brawlhalla's Complete Terminology & Weapon Combos Guide image 551"A Trophy That Won't Rest On Its Laurels."

True Combos:

slight -> nair/dair (at white health)

slight -> sair (from red health)

General Combos:

nlight -> dair

slight -> nlight

dlight -> nlight/slight

slight -> nair -> sair/rec

dair -> nlight/slight/dlight

Personal Favorite: slight -> nair -> dair -> nair -> rec

Kill Confirms:

slight -> sairWeapon & Attack Descriptions:

Rocket Lance - A rather invasive weapon with a lot of power. Very useful in aerial situations.

Ground Attacks:

Nlight - The user jabs twice in front of them. If the enemy is caught in the attack, the user will strike a third time knocking them forwards.

Slight - The user propels themselves forward with a rocket blast. All enemies will be knocked up and diagonally relative to the user. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another.

Dlight - The user turns the lance around and blasts an enemy with the rocket exhaust. There is a small backwards recoil on this move. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another.

Aerial Attacks:

Nair - The user flips and attacks a short, but extremely wide area above themselves.

Sair - The user flies forward while jousting, dealing knockback.

Dair - The user flies diagonally down while jousting, dealing knockback.

Rec - The user charges up energy. The longer the charge time, the further the user will fly. the user will hover in place while charging this move. If an enemy comes into contact with the lance while flying, the enemy will continue in the user's original trajectory while the user falls.

GP - The user flips over the lance and tries to pound an enemy. If it hits, then the base of the rocket lance will release exhaust, causing the enemy to be launched down.

Scythe


Brawlhalla's Complete Terminology & Weapon Combos Guide image 578
Brawlhalla's Complete Terminology & Weapon Combos Guide image 579"Not Even The Greatest Reapers Have A Weapon So Fine."

True Combos:

N/A

General Combos:

nlight -> rec

slight -> sair

slight -> nlight -> sair -> nair -> sair/rec

slight -> dair -> sair

slight -> nlight -> rec -> sair

GP -> dair

Kill Confirms:

N/AWeapon & Attack Descriptions:

Scythe - A weapon that features “Active Input” on a number of its attacks, most possessing grappling effects, for unpredictable combos.

Ground Attacks:

Nlight - The user swings their scythe upward, along with any enemy who is caught in the attack. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another.

Slight - The user swings their scythe forward.

After hitting an opponent:

If the user holds the same directional key, the user will swing their scythe a second time causing knockback.

Otherwise, the user will quickly kick the opponent in the air. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another.

Dlight - The user leans forward and swings their scythe to the ground with one hand.

After hitting an opponent:

If the user holds the same directional key as the direction they are facing (left or right), they will kick the opponent forward causing knockback.

Otherwise, the user will spin their scythe with the opponent caught in it, carrying the opponent to the opposite side of the user. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another.

Aerial Attacks:

Nair - The user reaches their scythe out diagonally upward.

After hitting an opponent:

If the user holds the directional key opposite of the direction they are facing, they will carry the opponent to the other side and kick them forward.

Otherwise, the user will kick the opponent diagonally forward, causing knockback.

Sair - The user swings their scythe upwards and to the side, causing knockback.

Dair - The user reaches their scythe out diagonally downward.

After hitting an opponent:

If the user holds the directional key opposite of the direction they are facing, they will carry the opponent to the other side with their scythe.

Otherwise, they will throw the opponent diagonally downward with their scythe, causing knockback.

Rec - The user helicopter-spins their scythe diagonally.

GP - The user falls down while with their scythe ready. When the attack button is released the user slashes their scythe downwards.

Spear


Brawlhalla's Complete Terminology & Weapon Combos Guide image 617
Brawlhalla's Complete Terminology & Weapon Combos Guide image 618"All Your Victories Have Lead To This Point."

True Combos:

dlight -> sair/rec

General Combos:

nlight -> nlight -> nlight (catches opponents who wake up)

dlight -> GC dlight -> nair/sair/rec

dlight -> nair/sair

nair -> sair (the side of the nair must hit)

rec -> GC dlight -> CD nair (to kill off the top of the stage when out of options)

Kill Confirms:

dlight -> sair/recWeapon & Attack Descriptions:

Spear - A quick weapon with a relatively far range that can easily knock opponents around.

Ground Attacks:

Nlight - The user pokes out and jabs within an extended range. There is a space between the user and the attack, allowing the enemy to attack if they're too close.

Slight - The user swings around the spear twice and steps forward with each attack. Enemies caught in the attack are flung into the air, allowing the user to connect the attack with another.

Dlight - The user vaults using the spear into the air diagonally. If it connects, the enemy will be hit multiple times using a mix of spear hits and kicks. Enemy caught in the attack will be knocked into upwards diagonally, allowing the user to connect the attack with another.

Aerial Attacks:

Nair - The user spins the spear around in front of them, creating a circle. All enemies caught in the circle will be hit.

Sair - The user turns around and flings the spear in the direction that they are facing, causing knockback.

Dair - The user pushes the spear down and pokes at an enemy. If it connects, then the user will bounce.

Rec - The user flies up by spinning the spear like a helicopter. Enemies who touch the spear will get launched.

GP - The user falls face down with their spear spinning like helicopter blades. If you touch the spear at any point, you will be launched sideways.

Sword


Brawlhalla's Complete Terminology & Weapon Combos Guide image 643
Brawlhalla's Complete Terminology & Weapon Combos Guide image 644"For A Fighter Worth Their Weight In Gold."

True Combos:

dlight -> nair/sair/dair/rec

General Combos:

nlight -> dlight -> nair/sair/dair/rec/GP

slight -> dlight -> nair/sair/dair/rec/GP

slight -> sair (to catch opponents who jump)

dlight -> dair -> sair/rec

dlight -> GP

dlight -> dair -> GC dlight -> rec

Kill Confirms:

dlight -> sair/recWeapon & Attack Descriptions:

Sword - A short-ranged melee with an arsenal of rapid, small attacks with decent knockback.

Ground Attacks:

Nlight - The user swings the sword directly in-front of them twice. If an enemy is caught in the attack, the user will strike the third time, dealing knockback.

Slight - The user swings their sword around their body while dashing forward and knocking them forwards.

Dlight - The user swings their sword forward close to the ground. If it connects with an opponent, the user will hit the opponent a second time mid-air. After the enemy is struck, both the enemy and the user hop diagonally and into the air. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another.

Aerial Attacks:

Nair - The users swings their sword directly above themselves.

Sair - The user quickly swings twice in the direction they're facing, dealing knockback.

Dair - The user swings their sword directly below themselves.

Rec - The user spins rapidly while ascending, hurting anyone that touches them.

GP - The user descends while jabbing their sword downwards.

Closing


Brawlhalla's Complete Terminology & Weapon Combos Guide image 670

That's the end, don't worry though, there's more to come! Please let me know if you find any mistakes in this guide, and I hope it helped! :D

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2949957153					

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