Greatsword fighting style as I understand it

Weapon Overview


Greatsword is a martial melee weapon with the two-handed and heavy properties which deals 2d6 slash- oh wait, wrong game.

Greatsword is a weapon in Brawlhalla that is unique in it's introduction of... what's the technical term? Uhhh the wiki says it's called "openers, bridges, and finishers". Basically, when you input a light attack, you can input another light attack for a short period of time. Doing so changes the properties of said light attack. This isn't a comprehensive guide, but the mechanic is pretty simple if you just open the game and try it out.

Greatsword is characterized with a kit that combines slow, heavy-hitting and wide-swinging attacks with medium speed, long-ranged jabs and sweeps. The combinations of openers, bridges, and finishers give it a versatile ground game which can allow some nasty punishes and spacing options. Air options provide better spacing options, aerial mix-ups, and kill moves both sub-stage and super-stage.

The recovery option the Greatsword offers is similar to the uppercut-like recovery option of unarmed legends. It is slightly superior because of it's larger hitbox, higher knockback, and (debatable) higher altitude. It is controllable and lifts the legend in a practically vertical direction, unlike some more difficult recovery options.

Greatsword's Ground-Pound attack flies straight down and has a disjointed hitbox, making it less versatile than the maneuverable gauntlets or massive axe counterparts. It's speed is comparable to spear ground-pound, and shares it's weakness of being beaten out by attacks from below.

Weapon Specifics

Move Tier List

S (Extremely effective in a few areas or extremely versatile.):

Recovery, Down finisher, Side-air

A (Useful.):

Down gravity-cancel, Side light, Side Finisher

B (Niche but effective.):

Down-air, Ground-pound, Neutral light,

C (Not great, but maybe good for mix-ups.):

Down-light, Neutral finisher, Neutral air, Neutral gravity-cancel*

D (Try not to use these.):

Side gravity-cancel*

(*: have found difficulty landing these hits. If they were as reliable and user-friendly as down gravity-cancel, they may rank b tier. Take this ranking with a grain of salt.)

[Please note that the finishers in this ranking are a generalization of both the alternate and normal finishers.]

Each move and it's uses:

Neutral light: may have some landing-covering potential, leads into bridges.

Neutral bridge: extremely good because of the finishers it leads into: alternate side finisher and alternate down finisher.

Neutral Finisher/ Neutral gravity-cancel: picks the legend up off the ground slightly, workable kill move. launches at a unique angle for this weapon.

Side light: fast poke option, spacer, leads into bridges.

Side bridge: slightly more reliable than down bridge. Leads into good finishers: side finisher and down finisher.

Side finisher: possibly the best kill move of the finishers. Launches straight to the blast zone.

Alternate Side finisher: slightly larger than side finisher. Moves the legend forward a bit.

Down light: moves the legend forward a good distance. Extremely good spacing or punish option. Fast, but has considerable lag.

Down spacer: looks really cool, leads into good finishers: alternate side finisher and alternate down finisher.

Down finisher: spikes at ledge, strong kill move

Alternate down finisher: strong kill move

Neutral Air: decent air move for strings, may lead into recovery.

Side Air: spacer, punish, kill move, leads into bridges when landing-canceled. Imagine blasters side air but it just always hits.

Down Air: weak spike, leads into bridges on the ground when landing-canceled.

Ground Pound: spike

Recovery: kill move, recovery option


Neutral game:

(For those who don't know, neutral game is when you and your opponent are essentially on equal footing. Your goal in this state is to get to advantage state where you can land a kill move on your opponent.)

In neutral for Greatsword, I've been trying out some game-plan options. Here they are, let me know what you think.


*Use side-air, side-light, and down-light to trip up your opponent on approaches and landings.

*If the opponent somehow gets past your massive hunk of metal, just use down gravity-cancel and send them flying.

*Watch for punish opportunities. Your opponent will likely become frustrated if your defenses are too high for them and leave themselves wide open. Show no mercy to the weak.


*Use down-light, side-light, side-light, side-air, and down-air (openers) to start ground strings. Try to catch the opponent in these and send them flying.

*Only jump to use side-air or down-air to start a string or to mix-up/punish.

* This playstyle appears to leave you wide open. Try to anticipate where and when your opponent will attempt to punish you. If they become passive after a few counter-punishes, try approaching them suddenly.


*Just jump at them with side-air or dash-cancel down-light to rack up damage. Fling yourself at them like you're raiding area 51.

* Occasionally jump and then double back, only to use down-light. Mix them up as much as possible so they never know what to do.

*Randomly throw out down gravity-cancel because it just kinda connects.

* Down-air can be an excellent mix-up in this playstyle.

* Don't worry too much about punishes, the whole game-plan here is to punish them just for being on the stage.

Advantage State:

* This is where you go for kill moves. Recovery is your friend, and if you get a string going on the ground, make the most of it. Mix it up so the dodge-window is difficult to find.

* Throwing out side-air and down gravity-cancel usually doesn't hurt either.

* Use ground-pound sparingly, but don't hesitate if the opportunity arises.

Disadvantage State:

* You aren't playing gauntlets or hammer, so don't throw out moves all over the place. That will only make you an easier target.

* Get yourself back to neutral with a well-timed aerial. If you get back to the stage, buy yourself some space with a string, gravity-cancel, or side-air.

* Focus on dodging. Plan your recovery ahead so you don't get gimped.

Tips And Tricks

* As discussed earlier, down gravity-cancel is pretty much an all-purpose move that does it all. Use it when you need a kill move, an aerial mix-up, a get-off-me tool, or just something to taunt your opponent with. Using it at ledge really pisses people off too.

* Pick Mako or Jaeyun, they're the best greatsword legends.

* Don't be afraid to chase an opponent offstage. Greatsword has functional aerials that can be extremely effective if used correctly. However, if you're being combo'd, it's often difficult to get out as a Greatsword player. Just toss it and resort to fisticuffs if necessary.

* Greatsword does not have access to every angle. Many times, instead of chasing an opponent, you may want to stand your ground and be ready for their next approach. Some engagements, you just don't win.

* Juggling opponents is when you hit them into the air repeatedly, not allowing them to land. If they are damaged enough, recovery is one of the best moves in the entire game for killing a juggled enemy. Many enemies are not prepared to dodge a recovery when they fall back down through the stratosphere. Take advantage of this.

Thanks For Reading

I hope this guide was useful or interesting to anyone reading this. Feel free to comment with any feedback or additional info. Good luck out there in the Grand Tourney.


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