Brawlhalla Combos Guide
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Brawlhalla Combos Guide

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EugeneZH
12 min

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Select your weapon! Take your Legend! Find an opening and never drop your fantastic (and destructive) series of attacks

The best way to learn combos in a fighting game is to practice a lot. And you know, it’s a great thing! Because that practice is actually playing. You have fun linking your attacks into each other in the training mode. Then those freshly developed muscle memory skills help you win matches — which is certainly a pure joy for fighting games players. 

Are you still not convinced to stop everything and start creating your combos in Brawlhalla? Alright, it seems like you are ready to take a step into the dimensions of clever gamers who first collect info and only then bring it to practice. 

This guide explains some stuff around Brawlhalla combos and gives tips on how to succeed in your practice. And of course, the article has examples of combos as they are great for saving your time. 

Combos for weapons, not for characters

There is one thing that makes Brawlhalla special among the competitors, other platform fighting games. Super Smash Bros. Ultimate and Nickelodeon All-Star Brawl keep the entire focus on characters. You select a fighter you like the most and then practice combos with them. In Brawlhalla, you should pay more attention to the weapons and practice combos connected to them.

The game contains 14 types of weapons. Most of the combos are weapon-based. Only unique Signature Attacks differ from character to character and do not depend on a weapon. These Signature Attacks also can be added to combos, but they are mostly heavy and launch the victim too far away. They might be good as combo finishers.

14 types of weapons in Brawlhalla

  • Hammer
  • Sword
  • Blasters 
  • Rocket Lance
  • Spear
  • Katars
  • Axe
  • Bow
  • Gauntlets
  • Scythe
  • Cannon
  • Orb
  • Greatsword
  • Battle Boots

How do I choose the best weapon especially for me?

A lot here depends on your fighting style. Play a few matches with each weapon to feel it. Notice both results and your satisfaction. Sometimes, it’s good to have not that impressive results but enjoy a weapon more than the others. Such enjoyment is power and motivation to play more and eventually improve your skills.

Do characters matter at all?

Yes, it’s better to choose someone you like more as you are going to spend many hours with that virtual person. Brawlhalla gives one weapon type to many characters. For example, when you like the Sword but don’t like to play as Hattori, you can take Jhala instead.

Do I have to like both weapons?

It would be a perfect situation because you won’t be fighting with one type only. Each character has two weapons in their arsenal. They get the first one in the match randomly — by picking a fire sword from the ground. Then, this weapon can be lost after taking a strong hit. The next one the character takes will be different. Switching between weapons takes time, and you lose opportunities. Choose a character with both weapons good for you and practice combos for two types.

Movement! Practice movement!

The most obvious thing to do for combo practice is to take your weapon and start experimenting with linking attacks into each other. It’s a must-do thing and everything, but you shouldn’t forget the nature of Brawlhalla as a super-fast-paced platformer fighting. Movements here support combos, and it’s highly advisable to practice this art as well.

Learn to use dashes. They help to suddenly reach the opponent and land an opening attack. Dashes are good as a combo extension.

Practice jumps. The air game is pretty important in Brawlhalla. Everyone jumps a lot, and if you are good at jumping, you have more chances to catch your opponent with a hit. Also, jumps are essential for extending combos — you start with some chains, the opponent is launched a bit, and you catch them with a jump.

While jumping, you can do Gravity Cancel. It allows your character to perform a ground move in the air. Press Dodge and then the next attack. (Other fighting games have similar cancels but with different uses. For example, there is Jump Cancel in Dragon Ball FighterZ — to skip animation after an attack and quickly start the next one).

To be precise in your control, do not turn on jumps with Up. Use the action button, so your character will not start jumping when you want to perform a side attack, but the finger comes a bit up.

Proper movement is crucial for not dropping your combos.

Understanding Brawlhalla Combo Notations

It’s a top-level mastery to feel how different attacks can be linked together and come up with your own combos. This process requires significant time and dedication. The shortcut here is to use combos discovered by other players.

In Brawlhalla, all the attacks have their short notations. You need to understand what those written combos mean in the game.

  • Light Attacks can be Neutral (standing, no movement), Side (with pressing right or left), and Down. The notations for these attacks are nLight, sLight, dLight.
  • Air Attacks have the same variants as the Light Attacks: nAir, sAir, and dAir.
  • Recovery helps the characters return to the stage. It’s a kind of uppercut that pushes the fighter up. Recovery is an addition to jumps. It is called Rec in combo notations.
  • Ground Pound is a down heavy attack. The character falls with great speed, attacking the opponent right underneath. In combos, it’s GP.
  • Signature Attacks differ from character to character. Press Heavy attacks while on the ground to activate them. Three variants (Neutral, Side, and Down) are possible for each weapon. These attacks often end a combo. You’ll see them as Sigs.
  • Gravity Cancel is GC. It’s a quick trick that allows you to perform ground attacks in the air. While jumping (no directional input), press dodge and the character will freeze for a moment. Then you can follow with usual Light or Heavy (signature) attacks.

Some attacks can be chained into others only close to the end of their animation. In such cases, the notation has e in the beginning.

Brawlhalla Combos Notations

Light Attacks Neutral Light nLight
Side Light sLight
Down Light dLight
Air Attacks Neutral Air nAir
Side Air sAir
Down Air dAir
Signature Attacks (Heavy on the ground) Neutral Signature nSig
Side Signature sSig
Down Signature dSig
Recovery Heavy in the air Rec
Ground Pound Down Heavy while in the air GP
Gravity Cancel Press Dodge while in the air GC
Ending The next attacks start closer to the end e
Swipe

Brawlhalla combos for every weapon

Most combos in these examples are short links of two attacks. Learn these chains and then try to connect them to each other. For instance e, one combo finishes with sLight, and the other starts with sLight. Your movement skills will be very helpful here — you need to follow the opponent and not give them a chance to block or run away.

Connections between small parts of the combos strongly depend on the situation. If the victim is heavily damaged, they will be launched much further, so you need to adjust your movement.

It’s a good idea to develop muscle memory for separate links and then activate your creativity to extend combos. To be consistent in your practice, unlock Brawlhalla characters before starting practicing combos with their weapons.

Unarmed Brawlhalla Combos

  • dLight; nLight
  • dLight; sLight
  • dLight, nAir
  • dLight; dAir 
  • dLight; sAir
  • dLight; GP
  • dLight; nSig
  • dLight; sSig
  • dLight; dSig 
  • dLight; Rec
  • sLight; nLight
  • sAir; nLight
  • sAir; dLight
  • sAir; sLight

Unarmed attacks (and therefore combos) don’t deal big damage. Their main purpose is to escape pressure and take a weapon. That’s why they are very quick.

Hammer Combos 

  • dLight; GC; nLight
  • dLight; dAir
  • dLight; Rec
  • dLight; sLight
  • dLight; sAir
  • dLight; nAir
  • dLight; Rec
  • dLight; sLight
  • sLight; nLight
  • nAir; Rec
  • dAir; Rec
  • Rec; nLight
  • Rec; dAir
  • Rec; nLight
  • (Bodvar) e dLight; sSig
  • (Cassidy, Kor, and Teros) dLight; nSig
  • (Cassidy) e dLight; GC; sSig
  • (Cassidy) nLight; nSig
  • (Scarlet) e dLight; nSig
  • (Sentinel) nSig; Rec
  • (Teros) e dLight; dSig
  • (Yumiko) dSig; Rec
  • (Yumiko) dSig; sAir
  • (Yumiko) dSig; nAir
  • (Yumiko) dSig; nSig
  • (Yumiko) nSig; sAir

Sword Combos

  • nAir; Rec
  • dLight; GC; nLight
  • dLight; Rec
  • dLight; GC; sLight
  • dLight; sAir
  • dLight; nAir
  • dLight; dAir
  • dLight; GP
  • sLight; nLight
  • dAir; nLight
  • sAir; nLight
  • GP; GC; nLight
  • (Jiro) dSig; nLight
  • (Koji) dLight; GC; nSig
  • (Sidra) nSig; nLight

Blasters Combos 

  • dLight; nLight
  • dLight; nAir
  • dLight; Rec
  • dLight; sLight
  • dLight; sAir
  • dLight; dAir
  • e sLight; nAir
  • e sLight; dLight
  • e nAir; nAir
  • e nAir; Rec
  • dAir; Rec
  • sAir; nLight
  • sAir; dLight
  • sAir; sLight
  • sAir; nAir
  • sAir; Rec
  • (Ada) e dLight; sSig
  • (Ada) dLight; dSig
  • (Barraza, Cassidy, Isaiah, Thatch, and Vraxx) dLight; nSig
  • (Cassidy) dLight; sSig

Rocket Lance Combos

  • sLight; nLight
  • sLight; nAir
  • sLight; dAir
  • sLight; sAir
  • sLight; Rec
  • e dAir; nLight
  • e dAir; dLight
  • e dAir; sLight

Spear Combos

  • dLight; sAir
  • dLight; nAir
  • dLight; Rec
  • sLight; nLight
  • sAir; nLight
  • (Mirage) sSig; nLight
  • (Queen Nai) dLight; GC; nSig

Katars Combos

  • nLight; dLight
  • sLight; dLight
  • sLight; nLight
  • dAir; dLight
  • e sAir; dLight
  • e sAir; nLight
  • GP; GC; dLight
  • Rec; GC; dLight
  • (Asuri) nSig; dLight
  • (Sentinel) dSig; dLight

Axe Combos

  • sLight; dLight
  • sLight; nAir
  • sLight; dAir
  • e sLight; sAir
  • e sLight; GP
  • nAir; dLight 
  • nAir; GC; dLight
  • e dAir; dLight
  • e dAir; nLight
  • (Azoth, Barraza,Teros and Jhala) e sLight; nSig
  • (Ragnir) sLight; nSig
  • (Teros) nSig; dLight

Bow Combos

  • nLight; nAir
  • sLight; dLight
  • sLight; sAir
  • sLight; nLight
  • dLight; nLight
  • dLight; nAir
  • dLight; Rec
  • dAir; nLight
  • dAir; sAir
  • e dAir; sLight
  • (Diana and Ember) e dLight; nSig
  • (Diana and Koji) e dAir; dSig
  • (Ember) e dAir; nSig
  • (Koji) dLight; nSig
  • (Yumiko) dSig; nLight
  • (Yumiko) dSig; Rec
  • (Yumiko) dSig; sAir

Gauntlets Combos

  • dLight; nLight
  • dLight; sLight
  • dLight; dAir
  • dLight; nAir
  • dLight; Rec 
  • dLight; sAir
  • nAir; GC; nLight
  • nAir; GC; sLight
  • nAir; dAir
  • nAir; Rec
  • nAir; sAir
  • dAir; nLight
  • sAir; nLight
  • Rec; nLight
  • e GP; nLight
  • (Mordex) dSig; nLight
  • (Val) dSig; Rec
  • (Zariel) nSig; GC; nLight

Scythe Combos

  • nAir; sAir
  • sAir; sLight
  • Rec; nAir
  • Rec; sLight

Cannon Combos

  • nLight, sAir
  • nLight, dAir
  • nLight, sAir, nLight
  • dLight, GC, dAir
  • dLight, GC, nAir
  • dLight; sLight;
  • dLight; dAir
  • sLight, GC, sAir
  • sLight; dLight
  • sAir; nLight
  • (Isaiah, Xull  and Lin Fei) dLight; nSig
  • (Sidra) nSig; sLight
  • (Sidra) nSig; nSig

Orb Combos

  • dLight; nAir
  • dLight; sAir
  • sLight; dLight
  • sLight; sAir
  • dAir; sLight
  • sAir; sLight

Greatsword Combos

  • nLight; sLight
  • sLight; GC; sLight
  • sLight; dLight
  • sLight; nLight
  • sLight; dLight; Dash; nLight

Battle Boots Combos:

  • Down Light [hold]; Side Light
  • Down Light [hold]; Neutral Light
  • Down Light; Neutral Air
  • Down Light; Side Air
  • Down Light; Recovery
  • Down Light; Chase Dodge; Down Air
  • Down Light; Recovery 
  • Down Light; Gravity Cancel; Neutral Light
  • Down Light; Gravity Cancel; Side Light
  • Down Light; Ground Pound
  • Side Light [hold]; [if the opponent is sent out of the platform] Chase Dodge; Side Air
  • Side Light [hold]; [if the opponent is sent out of the platform] Chase Dodge; Down Air
  • Side Light [hold]; [if the opponent is sent out of the platform] Ground Pound
  • Side Light; Neutral Light
  • Side Light; Side Light
  • Neutral Air; Side Air
  • Neutral Air; Recovery
  • Side Air [hold]; Neutral Light
  • (close to the platform) Side Air [hold]; Chase Dode; Side Light

Combos are tricky. For beginners, it might be tough to learn them. But just with little effort, you will understand the mechanic. Keep practicing to get muscle memory and feel confident in the matches. And the more you play and train, the more ideas on extended combos will come to your mind. (it's a natural process of growing as a player and getting better Brawlhalla ranks) Use combos from this guide as the basis for your practice and future brave experiments. Have fun!

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