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.
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
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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