Brawlhalla Changelog

What's new in Brawlhalla 3.47

Aug 8, 2019
  • The Rock, John Cena, Becky Lynch, and Xavier Woods are new Epic Crossovers! Epic Crossovers feature custom Signature effects, custom lock-in animations, dedicated Roster spots, and two new Weapon Skins.
  • In Brawlhalla, The Rock, John Cena, Becky Lynch, and Xavier Woods mirror the abilities of Sentinel, Hattori, Gnash, and Bödvar, respectively, and will be staying in Mallhalla after the event ends. All WWE trademarks, logos and copyrights are the exclusive property of WWE and its subsidiaries. All other trademarks, logos and copyrights are the property of their respective owners. © 2019 WWE. All Rights Reserved.
  • Featuring:
  • The Rock Epic Crossover – “Can you smell what The Rock is cookin’?”
  • Sporting his signature weapon the “People’s Elbow,” The Rock is ready to battle the competition.
  • John Cena Epic Crossover – “You can’t see me.”
  • The leader of Cenation is ready to adjust some attitudes.
  • Becky Lynch Epic Crossover – “I am The Man.”
  • Watch out for her Manhandle Slam as Becky Two Belts dominates the arena.
  • Xavier Woods Epic Crossover – “Power of positivity!”
  • With his team mates Big E and Kofi, Xavier is bringing a New Day to the ring!
  • This WWE Superstar event also includes:
  • A new WWE themed Game Mode and Brawl of the Week – Brawldown!
  • Daily login bonus of 250 Gold to celebrate the WWE Epic Crossover event!
  • A WWE Superstar UI Takeover!
  • Step into the ring with your tag team partner for a 2v2 no holds barred match! Keep the momentum going by bouncing yourself or your opponents off the ropes. Stun your target with a folding chair or knock them into a table for heavy damage. KO your opponents 3 times each to win!
  • 2v2 Stocks:
  • 3 minutes
  • Use folding chairs and tables to stun your enemies!
  • We have improved our esports hub button on the main menu for Xbox One and PC!
  • On Xbox One, you may now click on the esports tile, located on the bottom left, to see the Esports Menu, where you can register, watch tournaments, and check power rankings.
  • For PC and Xbox One, the Esports Menu now includes a new landing page with access to our social media and tournaments.
  • Follow the WWE logo to find the newest Crossovers!
  • We’re currently rapidly rotating through chests. See the in-game timer to know when the next chest will rotate.
  • Check out the new Sales items!
  • This cycle of balance changes brings some minor buffs and quality of life improvements to some Weapons, while also reining in several Weapons that have begun to outpace the others in competitive play. We have enhanced a number of Legends who have unique properties on their Signatures, and have reduced the amount of risk on several overly committal attacks.
  • Axe:
  • We have increased the force of the aerial Down Air, as the recent change from Test Features left it slightly too weak at later health ranges.
  • Axe Down Air: Increased Force of the aerial version from 41 Fixed/25 Variable to 45 Fixed/30 Variable.
  • Blasters:
  • The Blasters Neutral Light combo has been removed in favor of less time between the 2nd and 3rd shot on-hit, as well as a more consistent setup location for less commitment in 2v2 games and more predictable solo strings. Some power has been shifted away from the Side Air’s damage, in favor of an increased range of vertical follow-up attacks from the Down Light.
  • Blasters Neutral Light: Decreased Stun of the final hit from 22 to 20; Decreased time before the 3rd shot on hit from 18 to 15; Slightly lowered setup location of the 2nd shot.
  • Blasters Side Air: Decreased Damage from 17 to 16.
  • Blasters Down Light: Knockback angle from final shot is now more vertical.
  • Cannon:
  • A number of the Cannon’s attacks, including the Down Light, Recovery, and Side Light, have received updates in hitboxing to more accurately match their intended threat ranges, resulting in slightly less coverage towards the rear and edges of these attacks. The Down Light has slightly increased Recover time on miss to better match its potential reward, while the Side Air has decreased Stun to open up dodge windows on some early health combos.
  • Cannon Down Light: Updated hitboxing to better match the animation, resulting in decreased Threat Coverage at the top and rear of the attack; Increased Recover time on miss from 0 Fixed/13 Variable to 1 Fixed/14 Variable.
  • Cannon Recovery: Updated hitboxing to better match the animation, resulting in decreased Threat Coverage at the extreme edges and bottom of the attack.
  • Cannon Side Air: Decreased Stun of the final hit from 14 to 12.
  • Cannon Side Light: Reduced Threat Coverage towards the rear of this attack.
  • Gauntlets:
  • The Gauntlets Neutral Light has received slightly increased Damage to better match the low range on this attack.
  • Gauntlets Neutral Light: Increased Damage from 14 to 15.
  • Hammer:
  • We have increased the Stun of Hammer Down Light for more reliable follow-up attacks at all health ranges, as well as increasing the time before gravity resumes after Gravity Canceling this attack for more reliable aerial follow-up attacks.
  • Hammer Down Light: Increased Stun from 25 to 27; Increased Gravity Cancel time from 9 to 15.
  • Katars:
  • The Katar Down Light has proven to be too powerful of an anti-air, so we have reduced the Hit Window and Stun while increasing the Recover time on miss to open up greater windows for challenging this attack. Some of this power has been shifted into the Neutral Light for a slightly decreased Time to Hit. We have also increased the Variable Force of the Side Light and slightly decreased the Stun of the grounded Down Air to curtail some combos and strings that could far outpace the damage build of other weapons.
  • Katar Down Light: Decreased Hit Window from 7 to 5; Decreased Stun from a range of 22~16 to a range of 20~16; Increased Recover time on miss from 4 Fixed/18 Variable to 6 Fixed/18 Variable.
  • Katar Side Light: Increased Force from 40 Fixed/0 Variable to 40 Fixed/8 Variable.
  • Katar Neutral Light: Decreased Time to Hit from 7 to 6.
  • Katar Down Air: Decreased Damage of the final hit of the grounded version from 6 to 4; Decreased Stun of the final hit of the grounded version from 12 to 11.
  • Scythe:
  • The Scythe Neutral Air and Neutral Light have both received slightly increased Recover time on miss to better match their potential reward, while the Neutral Air also slows the users momentum on hit to prevent it from carrying targets too far at low health ranges. We have also shifted some power from the Ground Pound’s threat coverage in favor of increased Stun on the Side Air.
  • Scythe Neutral Air: Decreased the amount of momentum that can carry over into this attack on hit; Increased Recover time on miss from 3 Fixed/20 Variable to 4 Fixed/20 Variable.
  • Scythe Neutral Light: Increased Recover time on miss from 3 Fixed/20 Variable to 5 Fixed/20 Variable.
  • Scythe Ground Pound: Decreased Threat Coverage at the top of this attack.
  • Scythe Side Air: Increased Stun from 20 to 22.
  • Spear:
  • We have increased the Stun and decreased the Recover time of the Spear’s Neutral Air attack to provide more time to track an opponent’s trajectory and initiate a followup attack.
  • Spear Neutral Air: Increased Stun of the final hit from 22 to 24; Decreased Recover time from 8 Fixed/17 Variable to 6 Fixed/17 Variable.
  • Sword:
  • The small gap between the multi-hit setup and the final hit of the Sword Recovery has been removed, granting users a more reasonable range in which to properly steer this attack for its forceful finish.
  • Sword Recovery: Increased Hit Window of the final hit from 1 to 3; Decreased time between the multi-hit setup and the final hit from 2 to 0.
  • Azoth:
  • The Recover time on Azoth’s Neutral Axe has been decreased to better match its relatively lower threat coverage than most other anti-airs.
  • Azoth Neutral Axe: Decreased Recover time of the air landing from 14 to 12; Decreased Recover time of the ground landing from 10 to 8.
  • Isaiah:
  • Isaiah’s Side Blasters has a lengthy total commitment, so in order to help offset this risk we have significantly reduced its Recover time.
  • Isaiah Side Blasters: Decreased Recover time from 19 to 14.
  • Petra:
  • To bring Petra’s Neutral Gauntlets in line with other similar attacks, we have added some time both before and after the strike, while also slightly decreasing its late game knockout potential.
  • Petra Neutral Gauntlets: Increased Recover time from 8 to 9; Increased Minimum Charge time from 7 to 8; Decreased Force from a range of 95~75 Fixed/46~44 Variable to a range of 95~75 Fixed/44~40 Variable.
  • Rayman:
  • We have increased the amount of time users may charge and hover during Rayman’s Down Gauntlets and Down Axe to make better use of their unique utility. The Down Gauntlets now have significantly less Recover time to better match its total duration, while the Down Axe has a quicker response with decreased Minimum Charge time. Rayman’s Side Axe has also received an increase to its mobility in the form of faster travel speed during the charge, as well as increased damage for a more appropriate reward.
  • Rayman Down Gauntlets: Increased Maximum Charge time from 70 to 90; Decreased Recover time from 34 to 26.
  • Rayman Down Axe: Increased Maximum Charge time from 67 to 82; Decreased Minimum Charge time from 13 to 10.
  • Rayman Side Axe: Increased Damage of the final hit from 17 to 20; Increased travel speed.
  • Teros:
  • Given Teros’ Side Axe lengthy total commitment, we have reduced its Recover time to help offset the risk involved.
  • Teros Side Axe: Decreased Recover time from 18 to 15.
  • Yumiko:
  • Both Yumiko’s Down Bow and Down Hammer have received decreased Force, while the Down Bow is also granted increased Damage and Stun, for greater followup potential from these setup attacks. We have also reduced the Recover time of her Neutral and Side Bow Signature attacks to help offset their low priority.
  • Yumiko Down Bow: Increased Stun from 23 to 28; Decreased Force from 30 Fixed/15 Variable to 30 Fixed/7 Variable; Increased Damage of the final hit from 7 to 11.
  • Yumiko Down Hammer: Changed Force from 40 Fixed/20 Variable to 48 Fixed/5 Variable.
  • Yumiko Neutral Bow: Decreased Recover time of the air and ground landings from 8 to 6.
  • Yumiko Side Bow: Decreased Recover time of the air and ground landings from 7 to 6.
  • User Interface
  • Meet the Legends page now has working arrow buttons.
  • User Experience
  • Meet the Legends sorting mode can now be changed by clicking on the sorting text.
  • You can now click and drag to change the current game mode or lobby mode in the game settings screen.
  • Game settings on PC can now be changed by clicking and dragging them left or right.
  • Tabs in the store can now be looped through when navigating with keyboard or controller.
  • Art:
  • Improved PC client rendering performance.
  • Performance improvements on Hattori’s Down Spear signature special effects.
  • Minor updates to Katar Side Light and Down Air animations.
  • Updated Bodvar’s Neutral Hammer animation.
  • User Interface:
  • Fixed a bug where players’ earnings in the esports menu were sometimes displaying as $0.01 below their actual earnings.
  • Fixed a bug where spectators did not see the matchup numbers in ranked games.
  • Gameplay
  • Bow Down Air: Fixed a case where the aerial version could hit too close to the user.
  • Rayman Side Gauntlets: Fixed a timing issue that prevented Rayman from charging to the enhanced version during a Gravity Cancel.
  • Rayman Neutral Gauntlets: Fixed a timing issue that prevented Rayman from charging to the enhanced version during a Gravity Cancel.
  • The new free-to-play Legend rotation for this week includes: Azoth, Ada, Isaiah, Gnash, Petra, Asuri, Sentinel, and Artemis.
  • Azoth – Devoted acolytes bring this brilliant and ruthless lich lord to life as he comes into Valhalla to do battle with Bow and Axe.
  • Ada – Armed with Blasters and Spear, this nano-tech, elite combat hacker aims to win in the Grand Tournament.
  • Isaiah – Major Isaiah Marshall, OEL’s special forces commander is at your service. He utilizes Cannon and Blasters with the help of his drone, equipped with a cloaking device and rockets at its disposal!
  • Gnash – In the darkness, before the dawn of history, this Legend was raised by the harsh jungle itself. This Super Hunter uses Grappling Hammer and Spear in battle.
  • Petra – Having been set free from Terminus, Petra sets her eyes on Valhalla with her Orb, Gauntlets, and Darkheart powers.
  • Asuri – This Night Stalker has claimed the Tournament as her territory and sets upon challengers to her domain using Katars and Sword!
  • Sentinel – The first and greatest costumed superhero in America has come to Asgard, finding those who need protecting and vanquishing injustice with his Katars and Grappling Hammer.
  • Artemis – Transversing the universe in search of her rival Orion, Artemis has ripped open a wormhole into Valhalla. Armed with a Rocket Lance and Scythe, she is ready to fight!

New in Brawlhalla 3.46 (Jul 17, 2019)

  • Surf’s up and celebrate the Heatwave Summer Event with new Skins, Podium, and more! We’re bringing exclusive summer items into Mallhalla for a limited time and rewarding players with 250 bonus login Gold. You can also find 2019 Summer Championship items in Mallhalla and Petra’s price has also been reduced to 5400 Gold.
  • Additionally, we’ve updated tournament maps for 1v1 and 2v2, made a balance pass, made game improvements, bug fixes, and more!
  • To catch the latest Brawlhalla news and content, be sure to follow us on Twitter, Twitch, Facebook, YouTube, Instagram and Discord!
  • Grab your sandals, beach chair, any nearby weapons, and join the fun! We’re celebrating the hottest time around with new Skins for Thor and Isaiah, a new Podium, and bringing other summer goodies into Mallhalla for a limited time.
  • See the list below for all the Heatwave items:
  • Exclusive Skins:
  • Thor by the Shore – “Don’t forget the sun screen!”
  • Brawl Dad Isaiah – “Grillin’ in the name of…”
  • Wipeout Nix – “Sharks aren’t the most dangerous thing in the water anymore.”
  • Dog Days Mordex – “Every dog has its day…At the beach!”
  • Atlantean Orion – “Fierce protector of deep sea mysteries.”
  • Water Wars Cross – “No lifeguard on duty.”
  • Pool Party Diana – “Ever seen a vampire at the pool? Didn’t think so.”
  • Podium
  • Heatwave 2019 Podium
  • “Celebrate the Summer Heatwave in the newest tiki tower style!”
  • New colors and tiki design!
  • Colors
  • Heatwave Colors:
  • Feel the summer fun with these bright blue, orange, and yellow colors.
  • Available for every Legend with hard-earned Gold!
  • KO Effect:
  • Hot Lava KO:
  • “Melt your opponents with this hot KO!”
  • An exclusive KO Effect for this event.
  • Avatars:
  • Endless Heat Wave Avatar
  • An animated Avatar!
  • “Catch a wave and cruise through the heat!”
  • Ice Kor-eam Avatar
  • “You were expecting Rocky Road?”
  • Purchasable with your hard-earned Gold!
  • Heatwave will also feature:
  • Water balloons replace snowballs!
  • +250 bonus Gold per login!
  • A summer fun UI Takeover.
  • A Heatwave themed Brawl of the Week called Water Balloon Fight.
  • We’re celebrating our 2019 Summer Championship (July 27th – 28th) and International Summer Championship (August 2nd – 4th) with two new cosmetic items for a limited time in Mallhalla!:
  • Avatar:
  • Summer Shard 2019 Avatar
  • “Show your hype for the 2019 Summer Championship!”
  • Weapon Skin:
  • Beach Bash Gauntlets
  • “KOs and fun in the sun.”
  • Registrations for the 2019 Summer Championship are still open now at smash.gg/brawlhalla.
  • The 2019 Summer Championship will also be live on twitch.tv/brawlhalla
  • We’ve updated our 1v1 and 2v2 Tournament Map Sets! Apocalypse has now been added, while we removed Thundergard Stadium. Here are a few notes about it below:
  • 1v1 Tournament Map Set: Added Apocalypse, removed Small Thundergard Stadium
  • 2v2 Tournament Map Set: Added Apocalypse, removed Thundergard Stadium
  • Apocalypse:
  • This map had an unusually large camera horizontal bounds and an unusually small distance between the edge of the camera bounds and the kill lines on the left and right.
  • This was giving the impression that Apocalypse has a larger horizontal kill box than it actually does. The camera bounds have been brought in without changing the size of the kill box to address this.
  • Apocalypse did have an unusually high kill ceiling however, which has been nudged in to be more in the middle of the pack for 1v1 maps like it is for the horizontal kill box.
  • When it’s too hot for snowballs break out the water balloons! Two teams of 3 face off in this 3 minute 150% damage showdown! Score 1 point for hitting someone with a water balloon, 3 points for getting a KO, and lose 1 point for being KO’d. The team with the most points at the end wins!
  • 3v3
  • 3 minutes
  • 150% Damage
  • Team with the most points at the end wins!
  • Follow the beach ball icons to find the hottest and latest Heatwave items!
  • Petra’s price has been reduced to 5400 Gold.
  • We’re currently rapidly rotating through chests. See the in-game timer to know when the next chest will rotate.
  • Check out the new Sales items!
  • With the help of your feedback, we have graduated the Axe Test Features into the live game!
  • Graduated Test Feature:
  • The modified Axe Down Air and Ground Pound have graduated from Test Features. These attacks are now part of the main Axe kit and replace the previous Down Air and Ground Pound. You can find information on the differences between these new Axe powers and the previous ones in the Balance section below.
  • We have made a round of balance adjustments for some underperforming Signatures that have generally fallen behind the pace of the game. These changes are primarily focused on either reducing a Signature’s Recover time so it gains a wider array of situations in which it may be safely used, or extending the travel distance of its attack to increase its effective threat range. There are also several changes to base weapon kits, including the new Axe Down Air and Ground Pound which have graduated from Test Features.
  • Axe:
  • The modified Axe Down Air and Ground Pound have been graduated from Test Features as significant quality-of-life improvements, while also providing new use cases. The new landing swipe when a Down Air is performed near the ground has a larger Hit Window and far less Recover time when compared to the standard Down Air and can more easily lead into follow-up attacks. The Ground Pound is now a single spin instead of the previous double spin, resulting in far less total commitment. Momentum from movement such as a dash can be carried over into the Ground Pound, allowing for a great deal of movement during the charge and attack. The user’s fall speed is also softened at the end of the spin for safer use off-stage.
  • Axe Down Air: Now has a new landing version when performed close to the ground.
  • Changes the previous Axe Down Air to new one are as follows: Damage changed from a range of 18~10 to 18; Stun changed from a range of 18~22 to 22; Damage changed from a range of 58 Fixed/34 Variable to 41 Fixed/25 Variable; Hitboxing updated to better match animation; New landing version has a Hit Window of 8, compared to the aerial Hit Window of 4; New landing version has a Recover time of 0 Fixed/5 Variable on hit and 0 Fixed/6 Variable on miss, compared to the aerial Recover time of 1 Fixed/16 Variable on hit and 0 Fixed/28 Variable on miss.
  • Axe Ground Pound: Now a single spin that carries momentum.
  • Changes from the previous Axe Ground Pound to the new one are as follows: Hit Window during charge changed from a Time to Hit of 36 to 17; Time to Hit when tapped changed from 20 to 17; Hit Window during the spin changed from 25 to 15; total Recover time changed from 10 Fixed/9 Variable to 8 Fixed/12 Variable; Damage changed from a range of 20~15 to a range of 20~18; Force changed from a range of 50~45 Fixed/45~40 Variable to a range of 50~40 Fixed/45~40 Variable; Fall speed softened during the second half of the spin; A portion of momentum from movement such as a dash carries over into the charge and spin.
  • Blasters:
  • We have increased the Stun on the final hit of Blasters Neutral Light to allow for closer follow-up attacks, as targets could too easily disengage after being struck by this low-force setup attack.
  • Blasters Neutral Light: Increased stun of final hit from 20 to 22.
  • Spear:
  • The Spear Ground Pound has received both a reduction in Recover time and increased Stun, as it could previously leave the user too vulnerable after striking opponents at lower health ranges.
  • Spear Ground Pound: Decrease Recover time of the air release from 2 Fixed/26 Variable to 0 Fixed/26 Variable, and the ground version from 2 Fixed/28 Variable to 0 Fixed/28 Variable; Increased Stun from 19 to 22; Decreased Force from 53 Fixed/44 Variable to 53 Fixed/42 Variable.
  • Artemis:
  • The travel distance before Artemis’ Side Lance blast, along with the travel distance of the recoil, have been increased to give this attack greater range that better fits with other similar attacks. We have also reduced the Recover time as the previous risk far outweighed the potential reward on hit.
  • Artemis Side Lance: Decrease total Recover time from 28 to 25; Increase distance traveled before and after blast.
  • Dusk:
  • While Dusk’s Spear kit carries a fair amount of utility, the commitment required for certain attacks hinders their use in most situations. We have reduced the Recover time of Dusk’s Side Spear and Down Spear so they may better fit in a wider variety of situations.
  • Dusk Side Spear: Decreased Recover time on miss from 6 to 3.
  • Dusk Down Spear: Decreased Recover time from 15 to 13.
  • Isaiah:
  • Given the specific aiming requirement of Isaiah’s Down Blasters, we have increased the Force of the explosion for a greater reward, while also slightly increasing the threat coverage of the initial shot for easier use.
  • Isaiah Down Blasters: Slightly increased coverage on initial marking shot; Increased Force of the blast from 50 Fixed/55 Variable to 55 Fixed/56 Variable for the ground explosion, from 50 Fixed/42 Variable to 55 Fixed/43 Variable for the air explosion, and from 50 Fixed/45 Variable to 55 Fixed/46 Variable for the wall explosion.
  • Kaya:
  • We have increased the travel distance on Kaya’s Side Spear due to its single-target nature and lower threat coverage than other similar attacks.
  • Kaya Side Spear: Increased travel distance before the strike.
  • Ulgrim:
  • For improving the speed of Ulgrim’s underused Lance Signatures, we have leaned into the defensive nature of the Down Lance by reducing its Recover time. The Side Lance has been sped up on the front end, with reductions in both Minimum Charge and Time to Hit for a snappier response.
  • Ulgrim Down Lance: Decreased Recover time on miss for the uncharged version from 10 to 7; Decreased Recover time on miss for the charged version from 7 to 5.
  • Ulgrim Side Lance: Decreased Minimum Charge time from 13 to 12; Decreased Time to Hit after release from 7 to 6.
  • Zariel:
  • The low height and close range nature of Zariel’s Down Gauntlets warrants a relatively short total commitment, so we have decreased the Recover time to better fit the threat coverage and overall speed of this attack.
  • Zariel Down Gauntlets: Decreased Recover time on miss from 8 to 6.
  • User Experience:
  • Volume and music sliders on system settings can now be clicked and dragged.
  • System options can now be clicked directly instead of using the arrows.
  • A new system setting for stock mode timer display has been added.
  • Daily Missions
  • Getting a KO on your guest in the FFA queue will no longer give progress toward Missions.
  • Gameplay:
  • Improved bot pathing back to the stage on Plains of Passage.
  • Isaiah Down Blasters: Fixed a case where Force on the missile flight could be much greater than intended.
  • Localization
  • A big thank you to Juangana and SQUAiR for their continued help with our Spanish translations.
  • Also, thank you to u/Zack_Eon, Comesa, and Taise for their help with improving our German translations.
  • Art
  • Tweaked Hellboy’s idle animation in the character select screen.
  • User Interface:
  • Fixed a bug causing Princess Bubblegum’s Blasters to not correctly animate inside the UI.
  • Fixed a bug causing the system settings icon for ‘Collapse Crossovers’ to not correctly display.
  • User Experience
  • Fixed a bug where Crossover characters were not correctly reading Stances from saved loadouts.
  • Fixed a bug where custom Kung Foot games with team damage off would be listed as having team damage on.
  • Gameplay:
  • Fixed a bug that prevented bots from throwing items downward through soft platforms.
  • Art
  • Fixed a bug where Sourcecode Petra’s forearms wouldn’t color swap on consoles.
  • Ulgrim Side Lance: Fixed a case where Ulgrim’s Side Lance dissipation FX would play at the wrong time.
  • The new free-to-play Legend rotation for this week includes: Hattori, Petra, Orion, Isaiah, Jhala, Ragnir, Yumiko, and Mordex.
  • Hattori – A gifted ninja with unparalleled skill with the Sword and Spear has discovered Valhalla. Will she find any worthy challengers there?
  • Petra – Having been set free from Terminus, Petra sets her eyes on Valhalla with her Orb, Gauntlets, and Darkheart powers.
  • Orion – A revered warrior and champion, the mysterious armored knight uses Rocket Lance and Spear to battle his foes in the halls of Valhalla!
  • Isaiah – Major Isaiah Marshall, OEL’s special forces commander is at your service. He utilizes Cannon and Blasters with the help of his drone, equipped with a cloaking device and rockets at its disposal!
  • Jhala – Given the title “Exalted Lion” by Apollo himself, Jhala “The Unbroken” takes the glamor of Valhalla in stride while having fun slaying her foes with Axe and Sword.
  • Ragnir – This apex predator, whose home is in the Fangwild, now ventures outward using his Katars and Axe to take on the rest of the Legends in Valhalla!
  • Yumiko – Holding the appearance of a blind seamstress, this centuries old fox spirit has been brought into battle wielding her Magical Hammer and Bow!
  • Mordex – Wielding Gauntlets and Scythe, this lycanthrope steps into battle!

New in Brawlhalla 3.45 (Jun 27, 2019)

  • Having been set free from Terminus, Petra sets her eyes on Valhalla with her Orb, Gauntlets, and Darkheart powers. Petra is a new playable Legend and will be joining the roster permanently!
  • Localization is now available for Switch players! For those in the pursuit for Glory, the new Ranked Season 13 will start on July 3rd. Additionally, we’ve updated our test features, made some game improvements, bug fixes, and more!
  • To catch the latest Brawlhalla news and content, be sure to follow us on Twitter, Twitch, Facebook, YouTube, Instagram and Discord!
  • Download the Wallpaper:
  • Download 1080×1920 | Download 1920×1080 | Download 2048×1536 | Download 2560×1440 |
  • For more wallpapers check out Brawlhalla.com/wallpapers
  • Petra – The Darkheart:
  • Weapons: Orb, Gauntlets
  • Stats: 8 Strength, 4 Dexterity, 4 Defense, 6 Speed
  • “Some say Petra was infected by Darkheart, others say she unlocked its power. Whatever the truth, she has brought that mythic ore and the strength it imbues to Valhalla.”
  • Petra enters with 3 new Skins:
  • Darkheart Petra – “The darkness tried to take over, but now she’s in control.”
  • Lost World Petra – “Feel the primal rage.”
  • Sourcecode Petra – “She’ll hack your heart into pieces.”
  • We have redesigned and updated our daily missions to be more engaging and customizable for players! You can now hold up to three missions at a time and replace up to one mission per day. Missions also now give out 250 Gold.
  • You will receive one new mission a day, but cannot receive a new one while you have 3 unfinished ones.
  • You also can progress toward all 3 missions simultaneously.
  • New missions include earning KOs with specific weapons, Gadget KOs, landing Gravity Cancel hits, and more!
  • Localization is now available for Switch players! The game will automatically detect the language setting on your system.
  • You can set your language from the Home Menu by going to: System Settings -> System -> Language.
  • Available languages: Spanish, Portuguese, Russian, Traditional Chinese, Simplified Chinese, French, German, Italian, Japanese, and Korean.
  • If you have feedback about our language options, please submit it through this form. We appreciate and thank the community for their continued help on improving our language options!
  • High five your partner and get ready to compete Rayman style! In Kung Foot anything goes as you kick, bash, and slash the ball through the opposing team’s goal in this 2v2 newcomer to the Brawlhalla sports scene. First team to score 5 goals wins!
  • 2v2:
  • 5 goals
  • 100% Damage
  • 5 Minute Timer
  • Find the new Legend Petra and her Skins!:
  • We’re currently rapidly rotating through chests. See the in-game timer to know when the next chest will rotate.
  • Check out the new Sales items!
  • We’ve updated our Test Features, like adding a new Free-for-All map to the Experimental queue: Circus. Try out the map and let us know how it feels! Here are notes on the other updates:
  • Graduated Test Feature:
  • The test feature where the damage meters do not change order in stock game modes has graduated to the live game. This means that if the score under the head icons at the top right represent the players’ stocks, then the head icons will not move.
  • Updated Test Features:
  • New Free-for-All map called Circus in Experimental Queue
  • The test feature where the match timer will only show when there’s less than a minute in the game will now show when displaying player names.
  • We have tweaked Duplex Arena’s geometry at the bottom of the stage.
  • Axe Down Air (Test version): Decreased Recover time on miss from 1 Fixed/10 Variable to 0 Fixed/6 Variable; Decreased Recover time on hit from 0 Fixed/7 Variable to 0 Fixed/5 Variable.
  • Axe Ground Pound (Test Version): Decreased maximum momentum that can be carried over into the charge.
  • The in-game active test features display has been updated. You can find this by going over to the Experimental Queue and hitting the “View Test Features” button.
  • Check out brawlhalla.com/test-features for more information.
  • Animation and Art:
  • Slight art change to the shadows on Miami Dome for better clarity.
  • Added bent foot views to Skins missing them. Fixes certain Skins sometimes having gray toes in Switch Craft.
  • User Experience:
  • Fixed a rare crash that occurs when attempting to update the camera at the end of the game.
  • Fixed a rare crash when showing the hero on the reward screen.
  • Fixed a crash on Nintendo Switch that could occur when loading images.
  • Fixed an issue with the Saulabi 4K Fight Joystick.
  • User Interface
  • Fixed a bug where Community Colors would sometimes fail to appear as a valid team color in matchmaking lobbies in situations where both players owned them.
  • Fixed issue on PC only causing certain window frames in the store to be visually cut off by 1 pixel on both the x and y axis.
  • The new Legend rotation for this week includes: Val, Zariel, Queen Nai, Scarlet, Asuri, Teros, Mordex, and Isaiah.
  • Val – An android assassin with terrifying strength and quicker-than-light cognition, Val is a force to be reckoned with when utilizing her Sword and Gauntlets.
  • Zariel – The Celestial, a warrior deity of Holy Justice, who abides in blessed Elysium. Zariel uses Gauntlets and Bow to take down both Demon hordes and any warrior participating in the Grand Tournament.
  • Queen Nai – With each victory nourishing the gods of her people, Queen Nai has come wielding Katars, Spear, and her powerful sorcery.
  • Scarlet – A former female boxing champion of England and head of the Royal Airship Navy, this Legend uses her ingenuity and steam power to build her own Rocket Lance and Grappling Hammer to take into battle.
  • Asuri – This Night Stalker has claimed the Tournament as her territory and sets upon challengers to her domain using Katars and Sword!
  • Teros – This Minotaur is indifferent to the rules or intent of the Tournament, and instead, takes savage joy in all the battles while crushing his opponents with Axe and Grappling Hammer.
  • Mordex – Wielding Gauntlets and Scythe, this lycanthrope steps into battle!
  • Isaiah – Major Isaiah Marshall, OEL’s special forces commander is at your service. He utilizes Cannon and Blasters with the help of his drone, equipped with a cloaking device and rockets at its disposal!

New in Brawlhalla 3.44 (Jun 21, 2019)

  • We’re excited to introduce the Adventure Time Epic Crossover event with Finn, Jake, and Princess Bubblegum. This event also features a new Buddy game mode, a new Adventure Time themed map called Tree Fort, bonus login Gold, and more!
  • For those in the pursuit for Glory, the new Ranked Season 13 will start on July 3rd. Additionally, we added balance changes, made some game improvements, and fixed a few bugs.
  • To catch the latest Brawlhalla news and content, be sure to follow us on Twitter, Twitch, Facebook, YouTube, Instagram and Discord!
  • Download the wallpaper:
  • Download 1080×1920 | Download 1920×1080 | Download 2048×1536 | Download 2560×1440 | Download 1080×1920 | Download 1080×1920
  • Finn, Jake, and Princess Bubblegum are new Epic Crossovers! Epic Crossovers feature custom Signature effects, custom lock-in animations, dedicated Roster spots, and two new Weapon Skins.
  • In Brawlhalla, Finn, Jake, and Princess Bubblegum mirror the abilities of Jhala, Kor, and Lord Vraxx, respectively, and will be staying in Mallhalla after the event ends. ADVENTURE TIME and all related characters are trademarks of and © Cartoon Network.
  • (s19)
  • Featuring:
  • Finn Epic Crossover – “He’ll slay anything that’s evil – that’s his deal!”
  • Finn sports the metal arm Princess Bubblegum made for him.
  • Jake Epic Crossover – “A cool dog with stretchy powers!”
  • When Jake uses his stretchy powers, they color swap with him! Also he turns into a car.
  • Princess Bubblegum Epic Crossover – “She has science on her side!”
  • Lady Rainicorn also teleports in to aid Princess Bubblegum in battle.
  • KO Effect
  • Rainicorn Rumble
  • “Make it Rainicorn.”
  • Featuring Lumpy Space Princess, Gunter, and a few of your favorite Candy People!
  • This Adventure Time event also includes:
  • Daily login bonus of 250 Gold to celebrate the Adventure Time Epic Crossover event!
  • A new Adventure Time themed Free-for-All map, Tree Fort.
  • A new Adventure Time themed Game Mode and Brawl of the Week – Buddy!
  • An Adventure Time UI Takeover!
  • Come on grab your friend in this mathematical mode! Pick the ultimate 2v2 team and play as both Legends at the same time! Build up enough damage on your opponent’s two Legends to bounce them around into oblivion. Hold Down or Dodge to help position your dudes. Score the most KOs to win!
  • New Buddy Game Mode:
  • 1v1 Teams
  • Control 2 Legends at the same time!
  • Score the most KOs to win!
  • Follow BMO to find all the Adventure Time Epic Crossover goodies.
  • Crossovers now have their own Store tab!
  • We’re currently rapidly rotating through chests. See the in-game timer to know when the next chest will rotate.
  • Check out the new Sales items!
  • This set of balance updates is focused on enhancing the reliability of setup attacks for underperforming weapons, while also reining in the combo or knockout potential on overperforming string-based weapons.
  • Katar:
  • Both the Katar Side and Neutral Light attacks have received improvements to their reliability, serving as consistent setup tools. The reduced force allows for continued follow-up attacks even at later health ranges, while also leaving the target closer on hit. The Side Light will now reliably combo into other grounded attacks, while the Neutral Light has received a minor stun reduction to keep its place as a string starter.
  • Katar Side Light: Changed Force from 10 Variable/35 Fixed to 0 Variable/40 Fixed; Increased Stun from 22 to 23.
  • Katar Neutral Light: Changed Force from 4 Variable/50 Fixed to 0 Variable/45 Fixed; Decreased Stun of final hit from 15 to 14.
  • Sword:
  • The Sword Down Light now launches slightly higher on its first swing for more reliable setup locations, while also slightly increasing its stun to allow for more varied follow-up attacks. The Side Air has also received increased force and a slightly more dangerous knockback angle, bringing it in line with similar options on other weapons.
  • Sword Down Light: Increased Stun from 19 to 21; Increased Force on initial hit from 0 Variable/40 Fixed to 0 Variable/55 Fixed.
  • Sword Side Air: Increased Force from 33 Variable/60 Fixed to 36 Variable/60 Fixed; Angle of knockback has been slightly lowered.
  • Hammer:
  • As the main option against stacked opponents, it is important for the Hammer Neutral Light to strike near the user. We have increased the coverage near the user for this attack to better serve its purpose. Similarly, we have altered the knockback scaling of the Hammer Down Air to better fit the Hammer’s hard-hitting late game power.
  • Hammer Neutral Light: Increased stacked coverage near the user.
  • Hammer Down Air: Changed Force from 45 Variable/50 Fixed to 50 Variable/45 Fixed.
  • Lance:
  • The Lance kit contains a great deal of movement, but also a great deal of risk in its attacks. We have reduced the overall duration of the Neutral Light to give this weapon a slightly safer tool to poke with in the neutral game. This will allow Lance users to more effectively vary the pacing of their attacks and better compete with faster weapons.
  • Lance Neutral Light: Decreased Hit Window of the first swing from 6 to 5; Decreased time between the first and second swing from 13 to 10.
  • Gauntlets:
  • We have adjusted the stun on a couple of Gauntlet attacks to rein in multi-hit true combos that were allowing this weapon to build damage at a much faster rate than other similar options. These have been opened up into strings, allowing for more appropriate counterplay and escape options.
  • Gauntlets Neutral Air: Decreased horizontal coverage of the attack; Decreased Stun from 19 to 15; Decreased Force from 22 Variable/47 Fixed to 20 Variable/47 Fixed; Decreased Damage from 13 to 12.
  • Gauntlets Recovery: Decreased Stun from 25 to 22; Decreased Force from a range of 50~35 Variable/45 Fixed to a range of 48~35 Variable/45 Fixed.
  • Scythe:
  • The Scythe has received a number of changes to allow for more appropriate risk versus reward when edgeguarding against this weapon. It is now easier to properly challenge this attack from the rear and to escape strings involving this attack by dodging behind it. We have also slightly reduced the knockback scaling on the Scythe’s reversal attacks, granting more chances to recover when tossed below or away from the stage.
  • Scythe Recovery: Decreased threat coverage near the rear of the user; Decreased Force from 40 Variable/53 Fixed to 37 Variable/50 Fixed; Angle of knockback is now more horizontal.
  • Scythe Down Air: Decreased Force of the backwards version from 27 Variable/52 Fixed to 23 Variable/52 Fixed.
  • Scythe Neutral Air: Decreased Force of the backwards version from 35 Variable/34 Fixed to 30 Variable/34 Fixed.
  • Unarmed:
  • We have increased the focus on armed combat by reducing the damage and force of some key attacks in the Unarmed base kit. This ensures armed players an edge in how quickly damage can be built, as well as knockout potential in edgeguard situations.
  • Unarmed Neutral Air: Decreased Damage from 14 to 11.
  • Unarmed Recovery: Changed Force from 46 Variable/53 Fixed to 40 Variable/55 Fixed.
  • Bow:
  • The Bow Recovery could catch players too long after its initial attack, improperly skewing the risk versus reward of attempting to edgeguard against this weapon. We have reduced the duration and front coverage during the end of this attack for more intuitive counterplay.
  • Bow Recovery: Decreased Hit Window from 8 to 7; Decreased front coverage on the later portion of the attack.
  • User Experience:
  • Made it possible to start a tournament with a mouse.
  • Animation:
  • Improved seaming of knee joints on the Slow Clap animation.
  • In the Power Up Taunt, layered the front arm to not appear behind the torso.
  • Tweaked the Deal With It Taunt animation to work better with certain skins.
  • Tweaked the back arm after the second swing on Jhala’s Neutral Axe signature.
  • Localization:
  • Thanks to Juangana for the continued help with the Spanish translation!
  • User Interface:
  • Fixed a visual bug in the public game list filters screen causing the highlighted region of the “Go Back” button to be wider than the actual button art.
  • Fixed a bug where sometimes the Featured tab would show up blank.
  • Gameplay:
  • Fait Neutral Orb: Fixed a case where the threat could cover past the rear of the swing.
  • Replay:
  • Fixed a bug where the replay generated from spectating a Horde match would be wrong.
  • The new Legend rotation for this week includes: Jhala, Kor, Lord Vraxx, Kaya, Ragnir, Jiro, Fait, and Sidra.
  • Jhala – Given the title “Exalted Lion” by Apollo himself, Jhala “The Unbroken” takes the glamor of Valhalla in stride while having fun slaying her foes with Axe and Sword.
  • Kor – Blackguard Keep’s left platform mover takes his place in the arena wielding both Gauntlets and Grappling Hammer.
  • Lord Vraxx – This feared warlord dominates his opponents with Rocket Lance and Blasters!
  • Kaya – Using her bow, spear and spirit animals, she is ready to try her luck in the Grand Tournament!
  • Ragnir – This apex predator, whose home is in the Fangwild, now ventures outward using his Katars and Axe to take on the rest of the Legends in Valhalla!
  • Jiro – Trained as a child by a powerful and secret shinobi family, Jiro comes into the arena with not only Scythe and Sword but shadow clones as well!
  • Fait – Speaking to the stars and using glimpses of the future, Fait battles for good with her Scythe and Orb!
  • Sidra – The Corsair Queen, known for her legendary and fearless raids, is prepared to fight with her Sword and Cannon!

New in Brawlhalla 3.42 (May 22, 2019)

  • We’re celebrating the most prestigious online championship of the year with a MTN DEW AMP GAME FUEL Championship Event that includes the first earnable items, daily login bonus Gold, and more! We’re also continuing to roll out language options, and now localization is available on PS4 and Xbox One. Additionally, we’ve added new test features, made some game improvements, fixed a few bugs, and more.
  • To catch the latest Brawlhalla news and content, be sure to follow us on Twitter, Twitch, Facebook, YouTube, and Instagram!
  • We’re proud to host the most monumental online championship in Brawlhalla history with an event! The MTN DEW AMP GAME FUEL Championship Event will include the first ever earnable cosmetic items in Brawlhalla. These earnable items will only be available during the event.
  • Registration for the MTN DEW AMP GAME FUEL Championship is still open! Don’t miss out on this epic online tournament in Brawlhalla history with $40,000 on the line.
  • Everyone is welcome and encouraged to compete in official Brawlhalla esports events. There is no required rank or experience to participate. Competitors improve by competing! Get in there and have fun! Register for the tournament at smash.gg/brawlhalla.
  • Full details on what items are available during the event and how to earn them are below:
  • Avatars:
  • Charged Bödvar Gamer Avatar
  • Earn this free avatar by simply logging on during the event!
  • Face your competition with charged power!
  • Charged Ada Gamer Avatar
  • “Winner takes all.”
  • Purchasable with your hard-earned Gold for a limited time!
  • Taunt:
  • Sweet Taste of Victory Taunt
  • Earn this free Taunt by gaining XP through queue matches!
  • Show your opponents how victory can taste.
  • Colors:
  • Charged OG Colors:
  • Earn these free Colors by winning match made games for each Legend!
  • Feel the charge with these black, green, and white colors.
  • Available for every Legend!
  • The MTN DEW AMP GAME FUEL Championship Event will also feature a UI Takeover and +250 Gold per login!
  • PS4 and Xbox One now have language options! Brawlhalla will automatically change to your console’s system language, if that language is available. If you have feedback about our language options, please submit it through this form.
  • Some of the main portions of the game are now available in: Korean, Russian, Chinese (Traditional), Chinese (Simplified), French, German, Italian, Japanese, Brazilian Portuguese, and Spanish.
  • To change the system language on Xbox One:
  • Press the menu key of the controller.
  • Go to Settings > System.
  • Go to the Location section and select “Language & Location”.
  • Use the “Language” menu to make your selection.
  • To change the system language on PS4:
  • From the PlayStation dashboard, select “Settings” on the top right and press X.
  • Scroll down until you see “Language” and press X.
  • Select “System Language” and press X.
  • The menu will present a list of available languages to choose from.
  • After choosing a language option, the game should now launch in your selected language.
  • Special thanks to Jake for suggestions on our Korean translation!
  • Team up with 3 friends and defend the gates of the Great Hall against an army of demons! How many waves can you hold off? Do well enough and Gruagach might join the fight against you!
  • New Horde Game Mode:
  • 4 players
  • Fight the waves of demons!
  • Survive and defend as long as you can!
  • Use your hard-earned Gold to receive the new Charged Ada Gamer Avatar, available for a limited time during this event!
  • The Forbidden and Dragon’s Chests are available with exclusive Skins for a limited time.
  • Check out the new Sales items!
  • We’ve added a few new test features, like a new test Map, Double Gravity Cancel, and more! Please let us know your experience with these new test features. Check out brawlhalla.com/test-features for more information.
  • Graduated Features:
  • The wall touch dust cloud is graduating out of test features and into the live build.
  • New Test Map – Duplex Arena:
  • We have decided to rotate Duplex Arena in place of the Danger Zone Test Map.
  • Double Gravity Cancel:
  • An unintended interaction was recently found where vertical Chase Dodges could be used for an additional Gravity Canceled neutral or down attack.
  • We have removed this bug due to the complex, unintuitive conditions and inputs necessary to use it.
  • However, there are potentially fun and creative results gained from Chase Dodges allowing for Gravity Cancels, so we have explored making this a designed feature as detailed below.
  • Chase Dodge forgiveness after a hit can now be used as a Spot Dodge. This can be used to perform a second Gravity Cancel.
  • Like other Chase Dodges, an attack cannot be cancelled into itself this way, but grounded and Gravity Cancelled versions of a power are not treated as the same attack.
  • In other words, Down Light -> Gravity Cancel Down Light -> Gravity Cancel Neutral Signature is possible, but Down Light -> Gravity Cancel Down Light – > Gravity Cancel Down Light is not.
  • Axe Quality of Life:
  • Axe Down Air now has a wide, shallow chop when performed while landing on the ground.
  • Axe Ground Pound is now a single spin, down from a double spin, for more mobility.
  • Trigger hitbox when held is now on the character and appears near the beginning on the charge.
  • Vertical fall speed is reduced during the recover time of the power.
  • Horizontal momentum from movement carries over into the beginning of the charge.
  • Animations:
  • Improved art layering on the back arm on the Sword’s Idle animation to reduce clipping on certain skins.
  • Adjusted Nimue’s character select animation so that her feet don’t obscure the “Dusk Crossover” text beneath her in the pre-match loading screen.
  • Tweaked Lord Vraxx’s Lance Neutral Signature animation to play more smoothly on hit.
  • Performance:
  • Fixed a memory leak affecting all consoles.
  • User Experience
  • Fixed the display of Career stats in the Meet the Legend tab when switching users on Xbox One.
  • Gameplay:
  • Removed a bug where vertical Chase Dodges could be downgraded in order to get a second Gravity Cancel. See Test Features for more details.
  • The Legend rotation for this week includes: Val, Ada, Lord Vraxx, Rayman, Koji, Thor, Mirage, and Lin Fei.
  • Val – An android assassin with terrifying strength and quicker-than-light cognition, Val is a force to be reckoned with when utilizing her Sword and Gauntlets.
  • Ada – Armed with Blasters and Spear, this nano-tech, elite combat hacker aims to win in the Grand Tournament.
  • Lord Vraxx – This feared warlord dominates his opponents with Rocket Lance and Blasters!
  • Rayman -The Champion of the Glade of Dreams, wielding his Gauntlets and Axe, has found his way into Valhalla on a mission to save his home.
  • Koji – Armed with his ancestral katana, Koji slices his way through the battlefield with Sword and Bow!
  • Thor – Finally entering the ring, Thor, God of Thunder, makes his appearance in the Grand Tournament with his trusty Hammer, Mjölnir, and his powerful Orb.
  • Mirage – An occultist, martial artist, and spy, this agent uses the powers of magic and time-travel along with her Scythe and Spear to take down her foes.
  • Lin Fei – A defender of the innocent and teacher of the lost ways. She is a great teacher who has developed her own fighting style, the ‘Way of the Iron Dragon,’ which utilizes her Cannon, Katars and an ancestral dragon-spirit.

New in Brawlhalla 3.41 (Apr 30, 2019)

  • We're excited to launch a new region in this update - Japan! We're also introducing Slapshot Artemis and Alpine Kaya as new Skins entering Mallhalla! With the 2019 Spring Championship upon us, we're celebrating with a new Axe Weapon Skin and updated Avatar. The Dragon's Chest also has arrived and brings exclusive Skins for Sentinel, Val, and Diana for a limited time! We're also continuing our Hellboy Epic Crossover Event with bonus login Gold and the new game mode, Horde, as the Brawl of the Week. Additionally, we made some game improvements, updated test features, fixed a few bugs, and more.
  • To catch the latest Brawlhalla news and content, be sure to follow us on Twitter , Twitch , Facebook, YouTube , and Instagram !
  • New Region: Japan:
  • With this patch, we're launching a new server region - Japan! We now have a total of seven servers around the world, including Japan, US West, US East, Brazil, Europe, South East Asia, and Australia.
  • To change your main region, head over to Options > Change Regions. Pick your main region, and then you can add eligible backup servers.
  • For players choosing the Japan region, please provide us with feedback on your experience at http://mailto:[email protected] .
  • To check your speeds to the Japan servers, you can ping pingtest-jpn.brawlhalla.com.
  • New Skins entering Mallhalla:
  • Slapshot Artemis - "MVP both on the ice and in a fight."
  • Alpine Kaya - "Last one down the slopes gets KO-ed!"
  • The Ancient and Dragon's Chests are available with exclusive Skins for a limited time.
  • Check out the new Sales items!:
  • Celebrating the 2019 Spring Championship
  • We're celebrating our 2019 Spring Championship (April 27th - 28th) and International Spring Championship (April 19th - 20th) with two new cosmetic items for a limited time in Mallhalla! :
  • Avatar :
  • Spring Shard 2019 Avatar
  • "Show your hype for the 2019 Spring Championship!"
  • Weapon Skin :
  • Blooming Blade Axe
  • "Spring has swung."
  • Registrations for the 2019 Spring Championship are still open now at http://smash.gg/brawlhalla .
  • The 2019 Spring Championship will also be live on https://www.twitch.tv/brawlhalla .
  • Dragon's Chest:
  • The Dragon's Chest has been revealed and comes with exclusive Skins for Sentinel, Val, and Diana for a limited time!
  • Three exclusive Skins: Lord Sentinel, Dragonslayer Val, and Elven Ranger Diana.
  • Inspired by medieval fantasies of lords and dragons.
  • Earn the Dragon's trust and be rewarded with these exclusive Skins!
  • Brawl of the Week - Horde!:
  • Team up with 3 friends and defend the gates of the Great Hall against an army of demons! How many waves can you hold off? Do well enough and Gruagach might join the fight against you!
  • New Horde Game Mode:
  • 4 players
  • Fight the waves of demons!:
  • Survive and defend as long as you can!
  • Test Features:
  • We've added a new test feature where the Legend icons on the upper right will not sort during a match if the score under the icon displays Stocks.
  • Please let us know how this adjustment feels! Check out http://www.brawlhalla.com/test-features/ for more information.
  • Game Improvements:
  • User Experience :
  • Code redemption is now available on Xbox One and Nintendo Switch.
  • You can now hide the emoji keyboard for code entry on Xbox One.
  • User Interface :
  • The Meet the Legends page can now be sorted by your XP with each Legend and by Rating.
  • The Career tab of the Meet the Legends page now shows your Rating and Wins for that Legend for the current Season.
  • Localization :
  • Thanks to Juangana for the continuing help with the Spanish translation!
  • Thanks to Wun.GK for improvements to the Korean translation!
  • Bug Fixes:
  • User Experience :
  • Fixed a crash on PC due to the game exceeding the number of allowed textures.
  • User Interface :
  • Fixed a bug that caused the "Resume" popup to show when entering training mode.
  • Gameplay :
  • Fixed instances where weapons would occasionally spawn off the map.
  • Animations :
  • In Horde Mode, fixed a bug that could cause minion animations to speed up erratically during online play.
  • Removed a stray pixel below Ragnir's Side Katar jump effects.
  • Legend Rotation:
  • The new Legend rotation for this week includes: Kaya, Artemis, Fait, Xull, Wu Shang, Ragnir, Lucien, and Bodvar.
  • Kaya – Using her bow, spear and spirit animals, she is ready to try her luck in the Grand Tournament!
  • Artemis – Transversing the universe in search of her rival Orion, Artemis has ripped open a wormhole into Valhalla, armed with a Rocket Lance and Scythe; she is ready to fight!
  • Fait - Speaking to the stars and using glimpses of the future, Fait battles for good with her Scythe and Orb!
  • Xull – With legendary physical strength, this Axe and Cannon wielding Orc Warlord is ready to challenge everyone and everything in Valhalla!
  • Wu Shang – Using the way of peace, discipline and martial arts, he takes down his foes with Spear and Gauntlets!
  • Ragnir – This apex predator, whose home is in the Fangwild, now ventures outward using his Katars and Axe to take on the rest of the Legends in Valhalla!
  • Lucien – This mysterious highwayman is always scheming for gold, and now has come to Valhalla to take part in the tournament wielding Katars and Blasters!
  • Bödvar – He is the Protector of the North and dreams of endless battle. Bödvar has broken down the doors to Valhalla himself and is ready to take down his foes with Sword and Hammer!

New in Brawlhalla 3.40 (Apr 11, 2019)

  • All Hell is about to break loose with Hellboy joining the fight in Valhalla! We’re celebrating this Epic Crossover event with characters from the new Hellboy movie, including Nimue, Daimio, and Gruagach. With the event, we’ve also added a whole new Horde game mode, a new Hellboy themed map, Apocalypse, bonus login Gold, and more! Thor also has had his price reduced to 5400 Gold and debuts on the Legend Rotation for the first time. Additionally, we made some game improvements, tweaked test features, added balance changes, and fixed a handful of bugs.
  • Hellboy, Nimue, and Daimio are new Epic Crossovers, alongside Gruagach as a Crossover! Epic Crossovers will feature Signature FX Swaps, Custom Lock-in Animations, Legend Name Swaps, Icon Swaps, and two new Weapon Skins.
  • Gruagach will also feature a Custom Lock-in Animation, Legend Name Swap, Icon Swap, and two new Weapon Skins.
  • In Brawlhalla, Hellboy, Nimue, Daimio, and Gruagach are an alternate costume for Cross, Dusk, Mordex, and Teros, respectively, and will be staying in Mallhalla after the event ends. Hellboy © 2019 Summit Entertainment, LLC. All Rights Reserved.
  • Featuring:
  • Hellboy as a Cross Epic Crossover Skin – “Beast of the Apocalypse or lawful King of England? His destiny awaits.”
  • Daimio as a Mordex Epic Crossover Skin – “A curse or a powerful blessing?”
  • Nimue as a Dusk Epic Crossover Skin – “This queen will create a new world.”
  • Gruagach as a Teros Crossover Skin – “Seeking revenge on Hellboy, he’ll stop at nothing to regain his full powers.”
  • Podium:
  • Beast of Apocalypse:
  • “Unleash the Right Hand of Doom.”
  • Avatars:
  • Crown of Flame
  • An animated Avatar!
  • “Unlock your full potential.”
  • This Hellboy event also includes:
  • Daily login bonus of 250 Gold to celebrate the Hellboy Epic Crossover event!
  • A new Hellboy themed map, Apocalypse, for 1v1 and 2v2.
  • A new Hellboy themed Game Mode and Brawl of the Week – Horde!
  • A Hellboy UI Takeover!
  • Team up with 3 friends and defend the gates of the Great Hall against an army of demons! How many waves can you hold off? Do well enough and Gruagach might join the fight against you!
  • New Horde Game Mode:
  • 4 players
  • Fight the waves of demons!
  • Survive and defend as long as you can!
  • Follow the crowns to find all the Hellboy Epic Crossover treats.
  • The Outlaw and Forgeborne Chests are available with exclusive Skins for a limited time!
  • Check out the new Sale items!
  • Warshuttle Map has now graduated into the newest Hellboy themed map, Apocalypse! We also have made a couple of changes to test features:
  • We’ve added a dust cloud for touching the wall. We’d love to hear from you about any issues this creates or adjustments to how it is implemented.
  • The Test Features panel has been updated to include information about the wall touch dust cloud feature.
  • We’ve revamped the training and replay UI as we continue to upgrade the quality of life in Brawlhalla. This includes updated HUD/UI art in training and replay mode, adding a widget to count frames while frame stepping, and more. We’ve listed some details about this upgrade below:
  • Frame stepping is now controlled by the right analog stick for controllers. Clicking the stick in will activate frame stepping in training mode. Tilt to the right to step forward and to the left to go backward. Hold in that direction to begin scrubbing.
  • In Training Mode, the hotkeys will show for frame stepping. A widget has also been added to count frames while frame stepping.
  • In Replay Mode, hotkeys are now displayed for all replay functionality. Camera mode hotkeys are now shown, as well as an option to hide the UI buttons.
  • We’ve also fixed an issue with frame stepping and replays not working together.
  • User Interface:
  • Sale items in the Store and the description for the Brawl of the Week now both have countdown timers until they change instead of static end dates.
  • Map and Item Spawns:
  • Fixed the camera for Apocalypse to fit better on standard ratios and brought in the left and right kill walls slightly.
  • Adjusted item spawn rates so that it’s based on the number of players that are still playing instead of how many began the game. This means the item spawn rate in Stock games will decrease as players become eliminated.
  • Animations:
  • Pushed Cross’ Side Gauntlets Signature visuals to appear behind other players instead of in front.
  • Reduced clipping of certain skins with low hanging fabric (such as skirts and tassels) on the following taunts: See Ya!, Photo Op, Come At Me, Deal With it, Rock, Paper, Scissors, Be a Hero!, and The Reads.
  • Localization:
  • Thanks to Comesa for the help with improving our German translations!
  • User Experience:
  • Fixed a crash when loading corrupt save data.
  • Fixed a rare crash at the end of matches.
  • Fixed a Xbox One crash due to having many local players.
  • Fixed a crash on Nintendo Switch.
  • User Interface:
  • Fixed a bug where the user could not navigate the promo code redemption screen with the keyboard (‘Enter’ and ‘Esc’ will work while entering a promo code).
  • Fixed a bug causing the UI background to not display properly moments after leaving a matchmaking queue from the pause menu on Nintendo Switch.
  • Animation and Art:
  • Fixed a bug that would cause the Orb to flicker between states during an Orb Legend’s hit launch animation.
  • Flipped a hand that was backwards during Wu Shang’s Side Gauntlet signature.
  • Fixed frames in Blaster’s hit launch animation where there would be two left hands.
  • Fixed a missing forearm asset for Shogun Jiro.
  • Fixed a bug that would cause the back of Love Laced Ada’s head to disappear.
  • Fixed a bug that would cause Enchantress’ spinning orb to not play all of its frames.
  • Gameplay:
  • Ada Side Blasters: Fixed a case where the target could be dropped before the final hit.
  • Hattori Side Spear: Fixed a case where the target could be dropped before the final hit. (Credit: Piox)
  • Several Legends have received balance adjustments based on the intense action we have seen during the first major tournaments of the year. While a few Signatures have been reined in on either reward or speed, we have enhanced those aspects on other notably rare attacks. Some Legends and weapon attacks have also received quality of life improvements to assist with their general gameplan and pacing during a match.
  • Orb:
  • Aerial string routes with the Orb often lead the user to expend their jumps early during an engagement, so we have shuffled some power within the Orb Recovery attack to better fit this avenue of play. The Orb Recovery now sends the user slightly further vertically for better use when returning to the stage, but its Force slightly decreases over the course of its travel. This brings the knockout potential of the Recovery closer in line with other similar options on other weapon kits.
  • Orb Recovery: Force changed from 75 Fixed/44 Variable to a range of 75~65 Fixed/44~40 Variable; Slightly increased vertical travel speed.
  • Ada:
  • We have slightly increased the final Hit Window of Ada’s Side Blasters to afford greater consistency in knockback from different initial hit locations.
  • Ada Side Blasters: Increased Hit Window of the final shot from 2 to 3.
  • Diana:
  • Diana’s Bow kit has received some reductions in rear threat coverage to open up clearer areas for spacing against these Attacks. We have also reduced the Force of her Neutral Bow, similar to previous balance passes on anti-air Signatures that spike their target downward. This applies to not only the grabbed target, but also secondary targets struck by the final arrow burst.
  • Diana Neutral Bow: Decrease Force on the primary target from 55 Fixed/48 Variable to 55 Fixed/45 Variable; Decreased Force on secondary targets from 55 Fixed/51 Variable to 55 Fixed/45 Variable.
  • Diana Side Bow: Decreased rear threat coverage during the first swing of the attack.
  • Diana Down Bow: Decreased rear threat coverage during the attack.
  • Fait:
  • Fait’s Neutral Orb has proven too quick for its Force and coverage, so we have slightly increased the Minimum Charge and Recover time to allow for more time to answer this attack. Fait’s Down Orb has also received increased Recover time for greater opportunities to respond to this attack.
  • Fait Neutral Orb: Increase Recover time from 13 to 15; Increase Minimum Charge time from 7 to 8.
  • Fait Down Orb: Increased Recover time on miss from 10 to 14.
  • Isaiah:
  • Given the substantial duration of Isaiah’s Side Cannon, we have increased its knockout potential. This attack also sends targets farther even at low health ranges for greater stage control on hit.
  • Isaiah Side Cannon: Increased Force from 50 Fixed/54 Variable to 65 Fixed/55 Variable.
  • Jiro:
  • We have greatly increased the knockout potential on Jiro’s Side Sword due to its long duration and relatively low movement and now more closely matches the reward on his other Signature attacks.
  • Jiro Side Sword: Increased Force from 52 Fixed/50 Variable to 55 Fixed/54 Variable.
  • Mordex:
  • We have increased the Recover time of Mordex’s Neutral Scythe to allow more opportunities for counterplay and grant commensurate risk for its utility. This attack has also received a reduction in Force to more closely match other similar anti-air Signatures. For his Gauntlets kit, we have shifted some power from the Down Gauntlets’ Minimum Charge and knockout potential into the Neutral Gauntlets speed and utility. Player’s will now have more time to dodge the Down Gauntlets attack, while also having more opportunities to recover when struck by this attack. The Neutral Gauntlets decrease in Minimum Charge time allows for not only a faster attack, but slightly more forward reach when used uncharged due to leaping sooner during its backward arc during the charge.
  • Mordex Neutral Scythe: Increase Recover time on miss from 14 to 17; Decreased Force from 72 Fixed/56 Variable to 72 Fixed/52 Variable.
  • Mordex Neutral Gauntlets: Decreased Minimum Charge time from 13 to 11.
  • Mordex Down Gauntlets: Decreased Force of the upward version from 60 Fixed/52 Variable to 60 Fixed/50 Variable; Decreased Force of the downward version from 60 Fixed/49 Variable to 60 Fixed/47 Variable; Increased Minimum Charge time from 14 to 15.
  • Rayman:
  • While Rayman’s Neutral and Side Gauntlets have excellent reward when charged for their enhanced strength and range, the shorter tap versions often came out too slow for their relatively low range. We have decreased their Minimum charge time for a snappier response on use.
  • Rayman Neutral Gauntlets: Decreased Minimum Charge time from 10 to 8.
  • Rayman Side Gauntlets: Decreased Minimum Charge time from 12 to 9.
  • Thor debuts on the Legend Rotation! The new Legend rotation for this week also includes: Cross, Mordex, Dusk, Teros, Cassidy, Asuri, and Mirage.
  • Thor – Finally entering the ring, Thor, God of Thunder, makes his appearance in the Grand Tournament with his trusty Hammer, Mjölnir, and his powerful Orb.
  • Cross – For years he has owned New York City, but can he do the same in Valhalla? This charismatic mobster steps into Valhalla with Blasters and Gauntlets.
  • Mordex – Wielding Gauntlets and Scythe, this lycanthrope steps into battle!
  • Dusk – Wielding his Spear and a powerful Orb, carved from stone and magic, Dusk seeks to spread chaos throughout Valhalla.
  • Teros – This Minotaur is indifferent to the rules or intent of the Tournament, and instead, takes savage joy in all the battles while crushing his opponents with Axe and Grappling Hammer.
  • Cassidy – The Marshal of the Old West is ready to instill justice into Valhalla with both Hammer and Blasters!
  • Asuri – This Night Stalker has claimed the Tournament as her territory and sets upon challengers to her domain using Katars and Sword!
  • Mirage – An occultist, martial artist, and spy, this agent uses the powers of magic and time-travel along with her Scythe and Spear to take down her foes.

New in Brawlhalla 3.39 (Mar 28, 2019)

  • Finally entering the ring, Thor, God of Thunder, makes his appearance in the Grand Tournament with his trusty Hammer, Mjölnir, and his powerful Orb. Thor is a new Legend and will be joining the roster permanently!
  • We’re also celebrating Luck o’ the Brawl with new Skins for Sidra and Jiro, +250 Gold login bonus, and more for a limited time! We’re continuing our roll out of our language options, and Korean is now available. Additionally, we’ve made some game improvements, bug fixes, and more!
  • New Legend: Thor
  • Thor – “God of Thunder”:
  • Weapons: Orb, Hammer
  • Stats: 6 Strength, 4 Dexterity, 7 Defense, 5 Speed
  • “It was Thor who wore the first giant foam Bodvar crown, Thor who coined the term ‘Brawlhalla,’ and Thor who created ‘bleacher-jumping’ – the Asgardian tradition of reckless spectators joining free-for-alls mid-match.”
  • Thor enters with 3 new Skins:
  • Cinderguard Thor – “Fully armored and ready to fight.”
  • Draugr Thor – “He’ll rise to walk again.”
  • Capra Thor – “The original GOAT.”
  • Luck o' Brawl Event:
  • Welcome to Luck o’ the Brawl – the time of the year where you wear green or you’re gonna get KO’d! We’re celebrating the festivities with new Skins for Jiro and Sidra and bringing other lucky charms into Mallhalla for a limited time.
  • See the list below for all the Luck o’ the Brawl goodies:
  • Skins:
  • Dullahan Jiro – “Don’t let him call out your name.”
  • Merrow Sidra – “Her beauty is only a ruse.”
  • Ragnir the Covetous – “Steal from his hoard at your own peril.”
  • Warborn Ulgrim – “Ancient warrior of metal! Bonus: War Pipes spout flames while brawling!”
  • Colors:
  • Lucky Clover Colors
  • Show off your luck with these green, orange, and gold colors.
  • Available for every Legend!
  • KO Effect:
  • KO-Ching! – “It’s the end of the rainbow for your opponents!”
  • Avatars:
  • Gold Mine Avatar
  • An animated Avatar!
  • “Brawling is your business, and business is BOOM-ing.”
  • Lucky Charm Avatar
  • “A little bit of luck just for you.”
  • Purchasable with your hard-earned Gold!
  • Luck o’ the Brawl will also feature a UI Takeover and +250 Gold per login!
  • Brawl of the Week - KO Mania!
  • Square off against your opponent in this hard hitting KO fest! Chew through your foe’s 5 Stocks with damage cranked up to an insane 300%! Send your challenger into orbit before they know what hit them. First to 5 KOs wins!
  • 1v1
  • 5 Stocks
  • 300% Damage
  • Mallhalla:
  • Follow the lucky clovers to find the Luck o’ the Brawl goodies.
  • The Royal Order and Celestial Chests are available with exclusive Skins for a limited time!
  • Check out the new Sale items!
  • Localization:
  • We’re continuing our roll out of language options on PC and appreciate those who have already submitted feedback! Korean is now an available language. If you have feedback about our language options, please submit it through this form.
  • Special thanks to:
  • Dobrein for helping to improve the Russian translation.
  • Mephi, TatataiaFurcchim, and Lucas Uchiha for their help with the Portuguese translation.
  • Juangana, Soulthief, SQUAiR, and Magnetius for their help in improving our Spanish translation.
  • Taise and Comesa for improving our German translation.
  • Azatsu and Pyrokat14 for helping to improve the French translation.
  • alfier95 for improving our Italian translation.
  • Some of the main portions of the game are now available in: Korean, Russian, Chinese (Traditional), Chinese (Simplified), French, German, Italian, Japanese, Brazilian Portuguese, and Spanish.
  • To select a new language, go to Options > System Settings.
  • Test Features:
  • We’re continuing to add adjustments to the new Warshuttle Map found in Experimental Queue. Play a game on it and let us know how it feels!
  • The initial weapon spawn has been slightly centered further.
  • The height of the 2v2 initial weapon spawns have had their randomness removed, and the variance of the horizontal position for these spawns have been reduced.
  • Pulled the spawn positions further in from the sides.
  • Game Improvements:
  • Added a custom grab animation to Zariel’s Neutral Gauntlet.
  • Added support for PS2 Twin Shock controller for PC.
  • Bug Fixes:
  • Fixed a bug causing Cannon and Gauntlets’ pick up FX to not color swap. Credit: WindyThePuffin
  • Fixed a rare bug where cancelling a “rejoin game” put the game in an unusable state.
  • Fixed an issue where the pause screen would occasionally fail to open when using a keyboard.
  • Fixed a bug causing certain Avatars to no longer display in the UI on consoles.
  • Fixed a rare bug that would cause store items to be invisible until highlighted.
  • Fixed a rare crash on Switch.
  • Legend Rotation:
  • The new Legend rotation for this week includes: Kaya, Cassidy, Asuri, Wu Shang, Artemis, Xull, Ulgrim and Ragnir.
  • Kaya – Using her bow, spear and spirit animals, she is ready to try her luck in the Grand Tournament!
  • Cassidy – The Marshal of the Old West is ready to instill justice into Valhalla with both Hammer and Blasters!
  • Asuri – This Night Stalker has claimed the Tournament as her territory and sets upon challengers to her domain using Katars and Sword!
  • Wu Shang – Using the way of peace, discipline and martial arts, he takes down his foes with Spear and Gauntlets!
  • Artemis – Transversing the universe in search of her rival Orion, Artemis has ripped open a wormhole into Valhalla, armed with a Rocket Lance and Scythe; she is ready to fight!
  • Xull – With legendary physical strength, this Axe and Cannon wielding Orc Warlord is ready to challenge everyone and everything in Valhalla!
  • Ulgrim – Equipped with flawless Ivaldi creations, his Axe and Rocket Lance, the legendary blacksmith forges his way into battle!
  • Ragnir – This apex predator, whose home is in the Fangwild, now ventures outward using his Katars and Axe to take on the rest of the Legends in Valhalla!

New in Brawlhalla 3.38 (Mar 14, 2019)

  • Cold and brilliant with malevolent power, the Enchantress joins the Shovel Knight crew in Valhalla!:
  • This week we are celebrating a brand new Epic Crossover with our friends at Yacht Club. We're welcoming her with +250 bonus login gold for you all week! Fait also has had her price reduced to 5400 Gold and debuts on the free-to-play Legend rotation. We are continuing our roll out of language options with Russian now available! For those in the pursuit for Glory, the new Ranked Season 12 will start on March 27th. Additionally, we made some game and performance improvements, tweaked test features, added balance changes, and fixed a handful of bugs.
  • The Enchantress makes her debut!:
  • "Let us dance together into the abyss!" The Enchantress enters Valhalla as an Epic Crossover with Shovel Knight and his crew! As an Epic Crossover, the Enchantress will feature Signature FX Swaps, Custom Lock-in Animation, Legend Name Swap, Icon Swap, and two new Weapon Skins. The Enchantress is an alternate costume for Fait in Brawlhalla and will be staying in Mallhalla after the event ends.
  • Featuring:
  • The Enchantress as a Fait Epic Crossover Skin - "You may kneel and pledge your loyalty now."
  • Shovel Knight as a Gnash Epic Crossover Skin - "By the creed of Shovelry: Slash Mercilessly and Dig Tirelessly!"
  • Black Knight as an Orion Epic Crossover Skin - "The Yin to Shovel Knight's Yang."
  • King Knight as a Sir Roland Epic Crossover Skin - "Always dressed to the nines and ready for a brutal coronation!"
  • Plague Knight as a Caspian Epic Crossover Skin - "The bomb is mightier than the sword."
  • Specter Knight as a Nix Epic Crossover Skin - "Into the darkness, the reaper cometh."
  • This Shovel Knight event also includes:
  • Daily login bonus of 250 Gold to celebrate the Enchantress's crossover!
  • Our Shovel Knight themed map, Plains of Passage, featured in the Brawl of the Week.
  • A Shovel Knight UI Takeover!
  • Mallhalla
  • Fait's price now reduced to 5400 Gold!
  • For a limited time, the Celestial and Sunken Chests are available with exclusive Skins.
  • Check out the new Sales items!
  • Brawl of the Week - Strikeout Mania!
  • Pick your best 5 Legends and face off against your opponent's best 5 Legends in this intense 300% damage battle! When you lose a stock, the next Legend in your list spawns in, ready to fight. KO your opponent 5 times to win!
  • 1v1 Strikeout
  • 5 Stocks
  • 300% Damage
  • Legend changes after each stock!
  • Localization
  • We're excited to continue improving and rolling out our language options. Thank you to those who have already submitted feedback! Russian is now an available language. If you have feedback about our language options, please submit it through this form .
  • We've made some corrections to the Spanish translation, special thanks to /u/Juangana!
  • Thanks to kuropapu for helping us improve Japanese localization!
  • Some of the main portions of the game are now available in: Russian, Chinese (Traditional), Chinese (Simplified), French, German, Italian, Japanese, Brazilian Portuguese, and Spanish.
  • To select a new language, go to Options > System Settings.
  • Improvements:
  • Performance :
  • Improved framerates on all platforms by preloading KO-effects, explosions, and other game images during loading screens.
  • Console performance improvements on level selection screen.
  • Optimized Next Level taunt effects to run better on consoles.
  • Optimized Queen Nai's Spear side signature effects to run more smoothly.
  • Optimized explosion effects in the Fireworks Taunt to run more smoothly.
  • Game :
  • You can now set your KO Effect to "Random", which will then randomly pick one of your owned KO Effects at the beginning of each match that will display for the entirety of that match.
  • Bug Fixes:
  • Fixed a bug where the input list would sometimes point to a button other than the one that was currently being bound. The list of inputs will also no longer clip outside the controller binding window when choosing an input for a button.
  • Fixed an Xbox One bug where you could get stuck in an offline Couch or Training lobby if the only player that was in the previous game no longer has a controller bound to them. It will now boot you to the main menu instead of sending you back to the lobby.
  • Steam: Fixed a bug where some controllers could not be disabled because the option to hide them was erroneously being hidden.
  • Fixed a crash when attempting to refund purchases without a network connection.
  • Fixed a bug where owned Colors were not properly sorting to the end of the list on the Colors tab in Mallhalla.
  • Fixed the News Page patch notes link to now navigate correctly to http://www.brawlhalla.com/patch .
  • Fixed a bug causing Shin Sekai Koji's roster icon to not correctly change during character select.
  • Fixed upside-down forearms on Fait's character select animation.
  • Adjusted Taunt animations to not shift as much when transitioning in and out of their animations.
  • Fixed a visual bug where part of the hand art in the default Taunt would appear missing.
  • Fait Side Orb: Fixed a case where the target could be dropped before the final hit. (Credit: Tilty & Expired)
  • Fixed gaps in the Shovel Knight logo on Xbox One and PS4.
  • Fixed a problem where some art was being rendered at low resolution on Xbox One.
  • Test Features:
  • The new Warshuttle Map found in the Experimental Queue has been given a few adjustments listed below. Please try it out and let us know how it feels! Check out http://www.brawlhalla.com/test-features/ for more information.
  • The player Respawn points have been adjusted to be more even.
  • The item spawn position has been fixed as well.
  • The Test Map Warshuttle has also been given an initial spawn for 1v1.
  • The Warshuttle Map's bottom kill line distance from the camera has been lowered from 1053 to 700.
  • Balance:
  • This week's balance adjustments are focused on smoothing out some individually overtuned attacks that have proven to be too strong within their respective kits. Some have received greater Recover time for more counterattack opportunities, while others have been adjusted to rein in overly-powerful team combos. We have given a boost to some individual attacks that have been underperforming, while also continuing our more fundamental updates to senior Legends, with Ada receiving special attention.
  • Unarmed:
  • We have reduced the stun on the Unarmed Side Air to open a dodge window to potential follow-up attacks. This should help bring key string routes in line with the expected disadvantage of being weaponless, as their potential damage was too great during early health ranges.
  • Unarmed Side Air: Decreased Stun from 19 to 17.
  • Lance:
  • A small amount of Variable Force has been added to the Down Light, as well as an increase to Cooldown on hit, in order to enable a greater degree of Directional Influence when struck by multiple instances of this power. This will allow easier escapes from repetitive team combos using this attack, while keeping individual string potential consistent through most health ranges.
  • Lance Down Light: Increased Cooldown on hit from 11 to 16; Increased Force from 50 Fixed/0 Variable to 50 Fixed/5 Variable.
  • Scythe:
  • The Scythe has been slightly outpacing other weapons at high level play, so we have opened more areas of opportunity to play around two of its most common attacks. The Neutral Light now has less coverage at the front and rear of the swing, opening it to more counterattacks from mobile opponents or allowing easier escape options. In the aerial kit, the Ground Pound now has greater Recover time, so players may more easily counterattack or land on stage upon successful evasion.
  • Scythe Neutral Light: Improved Hitboxing to better match the animation, resulting in slightly less horizontal coverage at the end of the swing.
  • Scythe Ground Pound: Increased Recover time from 3 Fixed/17 Variable to 3 Fixed/20 Variable.
  • Gauntlets:
  • Given the Neutral Light's lengthy Hit Window, we have decreased the Recover time on miss so it may better serve as a tool to quickly check an opponent's advance during the neutral game. We have also slightly increased its Damage to better match similar options on other weapon kits.
  • Gauntlets Neutral Light: Decreased Recover time on miss from 0 Fixed/20 Variable to 0 Fixed/17 Variable; Increased Damage from 13 to 14.
  • Blasters:
  • The Neutral Air is an incredibly quick option against opponents floating above you, however the Blasters could rotate into other attacks too quickly for most kits to answer. We have increased the Recover time on miss to allow for greater counterplay against trigger-happy opponents.
  • Blasters Neutral Air: Increased Recover time on miss from 0 Fixed/14 Variable to 2 Fixed/14 Variable.
  • Signatures:
  • Ada has received a number of improvements to her Hitboxing and Hurtboxing, among other adjustments to better match her stats, as we continue to update senior Legends. Scarlet's Neutral Hammer proved to be able to attack too quickly in too large of an area, so we have reduced the grounded coverage near the front and removed the grounded coverage at the rear of the attack, allowing users to more easily spot dodge or dodge through this attack. It also has more Recover time to allow for greater advantage when successfully evading this attack. Other notable changes include Yumiko's Neutral and Side Bow now have greatly increased evasion and priority while she is traveling to more easily challenge opponents.
  • Scarlet Neutral Hammer: Increased Recover time from 17 to 21; Slightly decreased grounded coverage at the front of the attack; Removed grounded coverage at the rear of the attack.
  • Ada Down Spear: Improved Hurtboxing to better match the animation.
  • Ada Side Spear: Improved Hurtboxing to better match the animation; Improved foot registration, resulting in increased forward travel before the strike; Decreased Force from 65 Fixed/56 Variable to 65 Fixed/53 Variable; Angle of knockback is now slightly more horizontal.
  • Ada Neutral Spear: Improved Hurtboxing to better match the animation; Improved Hitboxing to better match the animation; Decreased Force from 75 Fixed/63 Variable to 70 Fixed/54 Variable.
  • Ada Side Blasters: Improved Hurtboxing to better match the animation; Improved Hitboxing to better match the animation, resulting in less vertical coverage on each shot; Improved foot registration, resulting in a greater backstep after the final blast; Decreased gaps between each shot in the Hit Window; Increased Hit Window from 21 to 25; Decreased base Damage from 31 to 26; Decreased Recover time from 21 to 15.
  • Xull Side Axe: Increased base Damage from 23 to 27.
  • Yumiko Neutral Bow: Updated Hurtboxing, resulting in increased priority and evasion when traveling.
  • Yumiko Side Bow: Updated Hurtboxing, resulting in increased priority and evasion when traveling.
  • Legend Rotation:
  • Fait debuts on the Legend rotation for the first time! This week's rotation also includes: Diana, Jhala, Caspian, Nix, Sir Roland, Gnash, and Orion.
  • Fait - Speaking to the stars and using glimpses of the future, Fait battles for good with her Scythe and Orb!
  • Diana – Commander of the Order's hunters, she uses her Bow and Blasters to slay countless beasts and monsters.
  • Jhala – Given the title "Exalted Lion" by Apollo himself, Jhala "The Unbroken" takes the glamor of Valhalla in stride while having fun slaying her foes with Axe and Sword.
  • Caspian – Led by his showmanship and thirst for danger, he has come to Valhalla armed with Katars and Gauntlets to put on a show!
  • Nix – Led by a thousand year hunt, this reaper, armed with both Blasters and Scythe, has found herself new bounty in Valhalla.
  • Sir Roland - No one in Valhalla feels a greater thirst for victory in the tournament than Sir Roland, as he strikes down his opponents with Rocket Lance and Sword.
  • Gnash – In the darkness, before the dawn of history, this Legend was raised by the harsh jungle itself. This Super Hunter uses Grappling Hammer and Spear in battle.
  • Orion – A revered warrior and champion, the mysterious armored knight uses Rocket Lance and Spear to battle his foes in the halls of Valhalla!

New in Brawlhalla 3.37 (Feb 14, 2019)

  • Happy Valhallentine’s! We’re celebrating the season of love with new treats, like new Skins for Zariel and Ada, a new Podium, and so much more. The Celestial Chest has also appeared with three exclusive Skins, and we’ve updated our roster of Doodle Avatars as well. Additionally, there’s bonus login Gold for the event, an updated Brawl of the Week, and more!
  • To catch the latest Brawlhalla news and content, be sure to follow us on Twitter , Twitch , Facebook, YouTube , and Instagram !
  • Valhallentine Event:
  • Happy Valhallentine's Day! It’s that time of year again, where we all take a moment to think of the ones we love most! Sure, there might be some accidental knockouts in 2v2, but in the end, we remember this well said poem from last year’s celebration -
  • Landmines are red
  • Bombs are blue
  • I think you’re a knockout
  • Let’s play 2v2
  • See the list below for all the Valhallentine treats:
  • Skins :
  • Secret Admirer Zariel - “Would you be my Valentine?”
  • Lovelaced Ada - “This sweet romance will leave you hurting.”
  • Heartbreaker Barraza - “Giving love a bad name.”
  • Suitor Lucien - “If looks could kill (and they do).”
  • Heart of Hathor Mirage - “No better way to be welcomed to the afterlife.”
  • Demon Bride Hattori - “They say marriage changes you. Bonus: Horrific visage with Hattori's expressions.”
  • Eternal Love Brynn - “Fall in love with her forever, and ever, and ever.”
  • Classy Roland - “A rose in his teeth, eleven more in his chest hair.”
  • Date Night Nai - “She even likes the same bands you do.”
  • Podium :
  • Lovestruck 2019 Podium - “Someone said ‘All's fair in love and war.’”
  • Weapon Skin :
  • Cupid’s Bow - “Shot through the heart!”
  • Colors :
  • Lovestruck Colors
  • These colors are sure to be a KO with their pink, red, and white colors.
  • Available for every Legend!
  • KO Effect :
  • XO KO - “KO-ed in the name of love. Bonus: Displays your Legend's face on each Cherub!”
  • Avatars :
  • Candy Hearts Avatar
  • An animated Avatar!
  • “Aw you're sweet! And kind of chalky.”
  • Chocolate Bear’dvar Avatar
  • “Nothing says love like chocolate… and bears.”
  • Purchasable with your hard-earned Gold!
  • Valhallentine will also feature a UI Takeover and +250 Gold per login!
  • Celestial Chest:
  • The Celestial Chest has appeared and comes with exclusive Skins for Artemis, Kor, and Koji for a limited time!
  • Three exclusive Skins: Seraph Artemis, The Korinthian, and Emperor Koji.
  • Inspired by radiant colors and ethereal beings.
  • Show off your divinity with these exclusive Skins!
  • Mallhalla:
  • Find Valhallentine items by following the candy hearts in Mallhalla.
  • New Doodle Avatars
  • Featuring new Doodle Avatars for the most recent Legends!
  • For a limited time, the Celestial and Sunken Chests are available with exclusive Skins!
  • Check out the new Sales items!
  • Brawl of the Week - Brawlball Bash!:
  • Get the team together for this 3v3 game! Don't have a team? Fear not, we'll find one for you! Hit the Coliseum, snag the ball, juke or pass past your opponents, and hold it in their goal to score! No team damage, and you can go through walls the same color as you. First team to 3 scores wins!
  • 3v3 Brawlball
  • 5 minutes
  • Queue up solo or with a team!
  • Game Improvements
  • Reduced number of unique textures stored in memory for the XO KO to improve its graphic performance. There are no visual changes in animation.
  • Fixed a visual bug on the Winter Wonderland Podium where the train would appear to move behind the podium around corners.
  • Legend Rotation:
  • The new Legend rotation for this week includes: Kaya, Scarlet, Sentinel, Lucien, Mordex, Sidra, Rayman and Ada.
  • Kaya – Using her bow, spear and spirit animals, she is ready to try her luck in the Grand Tournament!
  • Scarlet – A former female boxing champion of England and head of the Royal Airship Navy, this Legend uses her ingenuity and steam power to build her own Rocket Lance and Grappling Hammer to take into battle.
  • Sentinel – The first and greatest costumed superhero in America has come to Asgard, finding those who need protecting and vanquishing injustice with his Katars and Grappling Hammer.
  • Lucien – This mysterious highwayman is always scheming for gold, and now has come to Valhalla to take part in the tournament wielding Katars and Blasters!
  • Mordex – Wielding Gauntlets and Scythe, this lycanthrope steps into battle!
  • Sidra – The Corsair Queen, known for her legendary and fearless raids, is prepared to fight with her Sword and Cannon!
  • Rayman -The Champion of the Glade of Dreams, wielding his Gauntlets and Axe, has found his way into Valhalla on a mission to save his home.
  • Ada – Armed with Blasters and Spear, this nano-tech, elite combat hacker aims to win in the Grand Tournament.

New in Brawlhalla 3.35 (Jan 22, 2019)

  • Shin Sekai Koji:
  • “Cutting a laser-edged swath through the streets of Terminus even if it takes eons.”
  • This Epic Skin for Koji comes with these amazing features:
  • Animated Skin
  • Animated Weapon Skins for Bow and Sword
  • Signature FX Swaps
  • Custom Lock-in Animation
  • Custom Announcer Voice during lock in
  • Mythic Hero Val:
  • “Slaying specters and daemons alongside her samurai friend. Original model, or throwback?”
  • Loki has trapped Mythic Hero Val in Terminus alongside Shin Sekai Koji.
  • New Skin for Val!
  • Prizefighter Cross:
  • “Reveling in the chaos of Terminus and turning it into his own spectacle.”
  • Locked in Terminus, Prizefighter Cross has his own ambitions.
  • New Skin for Cross!
  • Loki’s Grasp KO Effect:
  • “Snatched at the last moment and dragged into the timeless vault of Terminus.”
  • Loki has been capturing Legends before they can reach Valhalla before Ragnarök, trapping them in Terminus, an endless prison.
  • New KO Effect!
  • Mallhalla:
  • New Items :
  • Epic Skin - Shin Sekai Koji
  • Mythic Hero Val
  • Prizefighter Cross
  • Loki’s Grasp KO Effect
  • For a limited time, the Revenant and Cosmic Chests are available with exclusive Skins!
  • Check out the new Sale items!
  • BotW - Ghost in the Terminus:
  • Phase in and out of visibility as you fight for your escape from Loki's prison! Queue up against 2 other Players in a 3 minute FFA game with 300% damage. Score 2 points for KO-ing an enemy, lose 1 point for being KO'd. All while you and your opponents go invisible when not using powers!
  • 3 Player FFA
  • 3 minutes
  • 300% Damage
  • Most points at the end wins!
  • Improved Framerates:
  • We’ve made some graphic improvements to help improve framerates on all consoles.
  • Matchmaking Adjustments:
  • We’ve made minor adjustments to matchmaking, designed to slightly expedite matchmaking times for players at the outer extremes of the Elo range.
  • Replay Enhancements:
  • The replay bar will now mark times for goals scored in Brawlball, Kung Foot, and Beachbrawl with the head of the player that scored each goal.
  • Resuming a replay will now correctly exit frame stepping.
  • Updating Inventory:
  • You can now update your inventory items while in an online or offline lobby, giving you the ease of customization.
  • If you're locked in or already on the character you want, your spawn bot will not be updated until you switch to a new character.
  • General Improvements:
  • Improved console rendering of Valkyrie Horn.
  • Improved console rendering of Bouncy Bomb and Spike Ball.
  • For PC, we’ve added Dash Deflect sound effects.
  • Bug Fixes:
  • Fixed an issue with the Orb Down Air that would cause it to give odd results against slanted surfaces, like the ones in Fangwild. The results should now be a close approximate.
  • Fixed a bug where your region for 2v2 could be showing up incorrectly during the season.
  • Rayman Down Axe - Fixed a rare case where target could be dropped before the final hit. Credit: zexisgaming
  • Fixed a rare case where the upward Force could be reduced by a small amount when knocked off of a platform. Credit: zexisgaming
  • Legend Rotation:
  • The new Legend rotation for this week includes: Val, Teros, Ada, Ember, Rayman, Jiro, Sidra, and Orion.
  • Val – An android assassin with terrifying strength and quicker-than-light cognition, Val is a force to be reckoned with when utilizing her Sword and Gauntlets.
  • Teros – This Minotaur is indifferent to the rules or intent of the Tournament, and instead, takes savage joy in all the battles while crushing his opponents with Axe and Grappling Hammer.
  • Ada – Armed with Blasters and Spear, this nano-tech, elite combat hacker aims to win in the Grand Tournament.
  • Ember – This quick and dexterous elf does battle in Valhalla with Bow, Katars and her two companions: a wolf named Ash and her raven named Yarra.
  • Rayman -The Champion of the Glade of Dreams, wielding his Gauntlets and Axe, has found his way into Valhalla on a mission to save his home.
  • Jiro – Trained as a child by a powerful and secret shinobi family, Jiro comes into the arena with not only Scythe and Sword but shadow clones as well!
  • Sidra – The Corsair Queen, known for her legendary and fearless raids, is prepared to fight with her Sword and Cannon!
  • Orion – A revered warrior and champion, the mysterious armored knight uses Rocket Lance and Spear to battle his foes in the halls of Valhalla!

New in Brawlhalla 3.34 (Dec 20, 2018)

  • Brawlhallidays Event:
  • It’s the most wonderful time in Valhalla! Celebrate the Brawlhalliday cheer with new Skins for Wu Shang and Artemis, a new Podium, and a new winter-themed Weapon Skin for Katars.
  • See the list below for all the Brawlhalliday treats:
  • Skins:
  • Santa Wu Shang – “He’s making a list and KO-ing you twice!”
  • Future Spirit Artemis – “The ghost of knockouts yet to come.”
  • Nutcracker Val – “Exterminator. No job too big, or small, or seven-headed. Open holidays and nighttime.”
  • Nutcracker Bödvar – “Neither mouse nor king can stand against true bravery.”
  • Snowman Kor – “Don’t put rocks in snowballs. Someone could get hurt.”
  • Krampus Cross – “He’s got this in the bag.”
  • Holly Jolly Ember – “Jingle Bell, Jingle Bell, Jingle Bell, Stock.”
  • Wreck the Halls Teros – “Who’s the most famous now?”
  • Secret Santa Thatch – “Yo ho ho ho!”
  • Podiums:
  • Winner Wonderland’18 Podium
  • “All aboard on the Valhalla Express!”
  • Weapon Skin
  • Winter Daggers – “Watch out for frostbite!”
  • A Weapon Skin for Katars!
  • Colors:
  • Winter Holiday Colors
  • These colors are sure to be a KO with their red, green, and white colors.
  • Available for every Legend!
  • KO Effect:
  • Frostbite – “Hope you brought a coat.”
  • Avatars:
  • Bomby the Snowman Avatar
  • An animated Avatar!
  • “And he waved goodbye
  • Saying don’t you cry
  • Stand a safe distance away.”
  • Mjolnir Snowflake Avatar
  • “Only Thor can catch this on his tongue.”
  • Purchasable with your hard-earned Gold!
  • Brawlhallidays will also feature snow on Maps, a UI Takeover and +250 Gold per login!
  • Mallhalla:
  • Let it snow! Find Brawlhalliday items by following the snowflakes in Mallhalla!
  • Introducing new Skins for Wu Shang and Artemis
  • Exclusive Skins for Val, Bödvar, Kor, Cross, Ember, Teros, and Thatch.
  • New Podium: Winner Wonderland’18
  • New winter-themed Weapon Skin for Katars
  • Frostbite KO Effect
  • Brawlhalliday Avatars
  • Winter Holiday Colors
  • Dusk’s price has been reduced to 5400 gold!
  • Skyforged and Goldforged Orb can now be purchased with hard-earned Glory.
  • Check out the new Sales items!
  • Brawl of the Week – Stay Frosty!:
  • Celebrate the holidays and get your Snowbrawl on at 150% damage! Face off against 3 other Legends in this 3 minute FFA. Score 1 point for hitting someone with a snowball, 3 points for getting a KO, and lose 1 point for being KO’d. Most points at the end wins!
  • FFA:
  • Unlimited Stocks
  • 150% Damage
  • 3 minutes
  • Console Loading Improvements
  • We made some changes to the way the console version of the game loads files and it should dramatically decrease startup times. While this won’t affect anything during gameplay, it should make it easier to hop into a brawl session whenever you want!
  • Gameplay Improvements:
  • Improved game launch times on all consoles.
  • The animation of blowing a horn to summon a Sidekick is no longer interrupted by movement.
  • Tournament mode bots now do the slow clap emote on the tournament bracket screen instead of the crying emote.
  • Added to Test Features
  • Directional Gravity Cancel:
  • Directional Dodges can be Gravity Canceled into a grounded attack within the first 5 frames.
  • The attack is based on the direction of the dodge: A downward dodge will only cancel into a Down Light or Down Signature.
  • Spot Dodge and Chase Dodge behavior is unchanged.
  • Bugs Fixes:
  • Fixed texture resolution issues for the login bonus screen on consoles.
  • Fixed a bug where the Hub could not be reached with a keyboard or controller while the Pause menu is open while spectating.
  • Fixed bug that caused Apocalypse Mirage to not animate when holding a spear.
  • Fixed a bug on Orb DownAir that could cause you to get the air version when mantling a ledge.
  • Fixed a bug on Steam, Xbox One, and PS4 where the right stick would move instead of taunt if the “Improved Joysticks” option was unchecked.
  • Steam PC-only: Fixed a bug where having -multikeyboard enabled could cause the game to crash during start-up in extremely rare cases.
  • Fixed rare crash when getting mission descriptions.
  • Fixed problems that could occur when resuming the game after Xbox One was asleep.
  • Fixed a bug where the turn animation would not play while Fastfalling.
  • Fixed bug on Nintendo Switch where the background was not showing up correctly on the Wheel test map.
  • Balance:
  • Throwing weapons, particularly from dashes and dash-jumps, could build damage too quickly over the course of a match. We have decreased the damage dealt by thrown weapons to bring them in line with their range and utility.
  • Weapon Throw: Decreased Damage dealt by thrown Weapons by 20%. (Gadgets remain at their previous values).
  • Axe:
  • The Axe’s ground kit could often be difficult to strike stacked opponents, so we have shifted some power from the aerial kit to afford greater ease in use and coverage on the Neutral Light.
  • Axe Neutral Light: Increased coverage near the user.
  • Axe Down Air: Decreased Forced from 60 Fixed/35 Variable to 58 Fixed/34 Variable.
  • Bow:
  • We have increased the reward and ease of use on the Bow’s horizontal attacks, as it had fallen behind the edgeguard and stage control potential of other weapons with similar range.
  • Bow Side Air: Increased Stun from 21 to 25; Slightly increased threat coverage near the user.
  • Bow Side Light: Decreased Time to Hit from 11 to 10.
  • Blasters:
  • The Blasters’ Recovery has proven to slightly outpace other strong knockout options in the game, so we have shifted some of that force into its low-powered, horizontal knockout potential. We have also increased the time to hit for the Down Light, given the increased versatility of its follow-up options.
  • Blasters Recovery: Decreased Force from 52 Fixed/49 Variable to 52 Fixed/47 Variable.
  • Blasters Down Light: Decreased Damage from 16 to 14; Increased Time to Hit from 8 to 9.
  • Blasters Side Air: Increased Force from 49 Fixed/40 Variable to 49 Fixed/42 Variable.
  • Cannon:
  • The Cannon’s on-stage game finds increased viability with safer use of its Down Light combo starter and greater knockout potential on its Neutral Air combo ender and anti-air.
  • Cannon Down Light: Decreased Recover Time on miss from 2 Fixed/13 Variable to 0 Fixed/13 Variable.
  • Cannon Neutral Air: Angle of knockback is now significantly more vertical.
  • Cannon Down Air: Increased Damage from 15 to 16.
  • Gauntlets:
  • The Gauntlets have had some of the speed and damage of their downward directed attacks reined in, while enhancing some of the more useful on-stage options. The Side Light has slightly increased priority to better combat close-ranged opponents, while the Neutral Air has slightly increased damage for more rewarding combos when bouncing opponents off the ground.
  • Gauntlets Down Air: Decreased Damage from 17 to 15.
  • Gauntlets Down Light: Decreased Damage from 14 to 13.
  • Gauntlets Side Light: Slightly increased horizontal threat coverage at the beginning of the attack.
  • Gauntlets Ground Pound: Increased Time to Hit from 14 to 17.
  • Gauntlets Neutral Air: Increased Damage from 12 to 13.
  • Hammer:
  • The Hammer has received increased threat coverage on its primary vertical attack to further lean into its large and heavy playstyle. The Neutral Light now has a more horizontal knockback angle, granting greater stage control when landing this attack.
  • Hammer Neutral Air: Increased bottom coverage at the beginning of the swing; Decreased deadzone at the center of the swing.
  • Hammer Neutral Light: Angle of knockback is now significantly more horizontal.
  • Katar:
  • We have increased the reliability of Katars’ main approach tools to compensate for their low range. The Down Air has increased Stun for tighter string capability, while the Side Light now does more damage even when connecting with the end of the attack.
  • Katar Down Air: Increased Stun of the ground version from 11 to 12; Increased Stun of the air version from 13 to 14.
  • Katar Side Light: Increased Damage from 11 to 13 and focused the majority of damage into the final hit; Increased maximum speed bonus from movement; Decreased Force from 33 Fixed/18 Variable to 35 Fixed/10 Variable.
  • Lance:
  • The Lance Down Light now fits its role better as a setup tool, as it leaves the opponent much closer after use. The stun has been decreased to keep the relative advantage the same, as it no longer requires dash or dodge startup time to get within striking distance.
  • Lance Down Light: Decreased Stun from 23 to 21; Setup location is now closer to the user; Slightly increased maximum vertical threat coverage.
  • Orb:
  • The Orb receives its first round of adjustments, with decreased cooldown across its kit, Down Light receiving decreased force for more consistent strings at wider health ranges, and a new combo starter due to Side Light’s increased stun. The Down Air has also received reductions in time to hit and recover time for more fluid use, less gravity during its attack for safer use off-stage, and greater force and stun for increased reward to better match its complexity.
  • Reduced Orb’s hitbox size when thrown to better match the weapon’s size; Increased Damage and Force when thrown to more closely align with other similarly sized weapons.
  • Orb Down Light: Decreased Recover time on miss from 2 Fixed/20 Variable to 1 Fixed/18 Variable; Decreased Cooldown on miss from 16 to 10. Changed Force from 55 Fixed/30 Variable to 60 Fixed/15 Variable; Increased maximum speed bonus from movement; Knockback angle is now slightly more vertical.
  • Orb Side Light: Decreased Cooldown on miss from 17 to 10; Decreased Cooldown on hit from 10 to 9. Increased Stun from 14 to 15
  • Orb Neutral Light: Decreased Cooldown on miss from 17 to 14; Decreased Cooldown on hit from 12 to 10.
  • Orb Neutral Air: Decreased Cooldown on miss from 17 to 12; Decreased Cooldown on hit from 12 to 9.
  • Orb Side Air: Decreased Cooldown on miss from 17 to 12; Decreased Cooldown on hit from 12 to 9. Increased Force from 55 Fixed/38 Variable to 55 Fixed/40 Variable.
  • Orb Down Air: Decreased Cooldown on miss from 17 to 14; Decreased Cooldown on hit from 11 to 9; Decreased Recover time on ground bounce from 0 Fixed/20 Variable to 0 Fixed/18 Variable; Decreased Recover time on the handspring ground bounce version from 2 Fixed/18 Variable to 0 Fixed/18 Variable; Decreased Recover time on wall bounce from 1 Fixed/20 Variable to 0 Fixed/18 Variable; Increased Force of the ground and wall bounce versions from 50 Fixed/32 Variable to 50 Fixed/34 Variable. Decreased Time to Hit from 18 to 16; Decreased Recover time of the aerial ender from 23 Variable to 20 Variable; Increased Stun of the ground and wall versions from 22 to 26; Increased Stun of the aerial version from 25 to 26; Increased aerial mobility during later Recover Time; Decreased effect of gravity during the attack.
  • Orb Recovery: Increased Force from 75 Fixed/40 Variable to 75 Fixed/44 Variable
  • Orb Ground Pound: Changed Force from 44 Fixed/50 Variable to 52 Fixed/45 Variable.
  • Scythe:
  • As an overly strong weapon off-stage, the Scythe Ground Pound now has a weaker, more vertical angle of knockback to allow for more attempts at recovering against a Scythe user. We have also shifted some damage from its other powerful edgeguard tool, the Down Air, into its primary anti-air, the Neutral Light.
  • Scythe Ground Pound: Decreased Force from 60 Fixed/33 Variable to 60 Fixed/31 Variable; Angle of knockback is now more vertical; Increased Minimum Charge Time from 11 to 13; Slightly decreased threat coverage at the top of the attack; Increased Recover time from 2 Fixed/17 Variable to 3 Fixed/17 Variable.
  • Scythe Down Air: Decreased Damage from 15 to 14.
  • Scythe Neutral Light: Increased damage from 12 to 13.
  • Spear:
  • We have shifted some power from the Spear’s rate of damage in combos that begin with the Down Light in favor of increased stun on the Recovery. This gives the Spear greater utility at the lower health ranges on its only true vertical aerial attack to help offset its lack of priority.
  • Spear Down Light: Decreased Damage from 15 to 13.
  • Spear Side Air: Decreased coverage at the top and rear of the attack.
  • Spear Recovery: Increased Stun from 21 to 25.
  • Sword:
  • Given the Sword’s versatility in both vertical and horizontal directed attacks, we have decreased the force of the Side Air to bring its horizontal knockout power in line with similar options on the other medium-range weapons.
  • Sword Side Air: Decreased Force from 67 Fixed/35 Variable to 60 Fixed/33 Variable; Angle of knockback is now slightly more horizontal.
  • Unarmed:
  • We have reduced the Unarmed Down Air’s threat coverage to enable armed players to better contest this attack off stage.
  • Unarmed Down Air: Decreased threat coverage of attack at the foot.
  • Legends:
  • This round of balance brings more adjustments to Signatures that have either been under or over-performing, with several being altered to better match the stats of the Legend, such as the increased minimum charge time on Zariel’s Side Bow, and the decreased recover time on Cassidy’s Down Hammer. Dusk also has his first round of updates, with greater damage and force on his Down Orb. We have also increased the stun on Yumiko’s fire signatures, for increased combo potential on these unique setup tools.
  • Mordex Down Gauntlets: Decreased Force from 60 Fixed/58 Variable to 60 Fixed/52 Variable; Increased Minimum Charge time from 12 to 14.
  • Cross Neutral Blasters: Decreased Force from 75 Fixed/52 Variable to 65 Fixed/50 Variable.
  • Cross Neutral Gauntlets: Increased Damage from 20 to 23.
  • Kor Neutral Gauntlets: Increased Time to Hit from 15 to 17; No longer hits grounded opponents.
  • Zariel Side Bow: Increased Minimum Charge time from 9 to 11.
  • Zariel Side Gauntlets: Increased Damage from 21 to 22.
  • Yumiko Down Hammer: Increased Stun of final hit from 8 to 13; Angle of final knockback is now more vertical.
  • Yumiko Down Bow: Increased Stun from 20 to 23.
  • Kaya Side Spear: Increased threat coverage of the initial stab.
  • Kaya Neutral Spear: Increased grounded threat coverage at the forward base of the mammoth.
  • Lin Fei Side Katar: Increased Force from 74 Fixed/50 Variable to 74 Fixed/54 Variable.
  • Cassidy Down Hammer: Decreased Recover time from 25 to 21.
  • Jiro Down Scythe: Decreased Minimum Charge time from 6 to 5; Increased threat coverage of the initial swing.
  • Jiro Down Sword: Increased Force from 50 Fixed/46 Variable to 50 Fixed/50 Variable; Increased Damage from 18 to 22.
  • Dusk Down Orb: Increased Force from 55 Fixed/35 Variable to 55 Fixed/44 Variable; Increased Damage from 21 to 24 and focused the damage more into the final hit.
  • Legend Rotation:
  • Dusk debuts on the new Legend rotation for the first time! This week also includes: Kaya, Isaiah, Scarlet, Artemis, Ragnir, Val, and Cross.
  • Dusk – Wielding his Spear and a powerful Orb, carved from stone and magic, Dusk seeks to spread chaos throughout Valhalla.
  • Kaya – Using her bow, spear and spirit animals, she is ready to try her luck in the Grand Tournament!
  • Isaiah – Major Isaiah Marshall, OEL’s special forces commander is at your service. He utilizes Cannon and Blasters with the help of his drone, equipped with a cloaking device and rockets at its disposal!
  • Scarlet – A former female boxing champion of England and head of the Royal Airship Navy, this Legend uses her ingenuity and steam power to build her own Rocket Lance and Grappling Hammer to take into battle.
  • Artemis – Transversing the universe in search of her rival Orion, Artemis has ripped open a wormhole into Valhalla, armed with a Rocket Lance and Scythe; she is ready to fight!
  • Ragnir – This apex predator, whose home is in the Fangwild, now ventures outward using his Katars and Axe to take on the rest of the Legends in Valhalla!
  • Val – An android assassin with terrifying strength and quicker-than-light cognition, Val is a force to be reckoned with when utilizing her Sword and Gauntlets.
  • Cross – For years he has owned New York City, but can he do the same in Valhalla? This charismatic mobster steps into Valhalla with Blasters and Gauntlets.

New in Brawlhalla 3.33 (Dec 4, 2018)

  • New Legend - Dusk:
  • Dusk - “The Renegade Sorcerer”
  • Weapons: Orb, Spear
  • Orb is a new Weapon made from stone and magic!
  • Stats: 6 Strength, 7 Dexterity, 4 Defense, 5 Speed
  • Dusk enters with 3 new Skins:
  • Raven Shaman Dusk - “The mystic arts shouldn’t be toyed with.”
  • Thornwood Dusk - “Seeks to eclipse the Fangwild in a canopy of thorns.”
  • Imperial Lord Dusk - “Punishment will be swift.”
  • New Weapon – Orb:
  • The Orb is a new Weapon brought into Valhalla by Dusk!
  • He molded it from stone and magic, crafting it during his imprisonment.
  • The Orb introduces a new mechanic to Brawlhalla. By using the Down Air, the Orb can bounce off of hard surfaces, like walls or platforms.
  • Dusk is the first Legend wielding Orb, but not the last! More Legends using the Orb will be released in the future.
  • Mallhalla:
  • Rayman’s price has been reduced.
  • Rayman is now priced at 5400g!
  • Skysail and Synthwave Chest now available with exclusive Skins!
  • Check out the new sales items!
  • Brawl of the Week - KO Mania!:
  • Square off against your opponent in this hard hitting KO fest. Chew through your foe’s 5 Stocks with damage cranked up to an insane 300%! Send your challenger into orbit before they know what hit them. First to 5 KOs wins!
  • 1v1
  • 5 Stocks!
  • 300% Damage!
  • Game Improvements:
  • Improved memory clean up on consoles by making it multi-threaded, allowing it to complete its task faster. Forced memory clean up to occur when loading a match and reduced its frequency, so it is unlikely to occur during a typical match. This allows for smoother gameplay framerates on consoles (less likely to drop multiple frames).
  • Nintendo Switch: Added a separate Handheld Camera Mode system setting that is used in place of the normal Camera Mode when the Switch is undocked. By default, Handheld Camera is set to the new Close camera setting.
  • Added a Close camera setting, intended for handheld play but available on all platforms.
  • Choosing random Defeat Taunt will now randomly choose between all owned Taunts instead of defaulting to only Facepalm.
  • Improved UI render performance of player names during gameplay.
  • Improved UI legibility for the Nintendo Switch in handheld mode.
  • Adjusted the art of Rocket Lance during side light active frames to better visually match the threat of the move.
  • New controller option: Improved Joysticks:
  • This will be on by default for all players on all platforms.
  • If you're on Steam, PS4, or XBox One, this is the joystick interpretation you're used to.
  • If you're on Switch, this will be different. To revert back to the way the sticks used to work, uncheck the "Improved Joysticks" box.
  • If the box is unchecked, the joystick interpretation will be straightforward with each of the 4 directions functioning completely independently from each other. If your stick is at least halfway in a direction, that direction will be considered held.
  • If the box is left checked, the joystick interpretation will try to be smarter about how it determines your stick direction. First, it will take the stick's position relative to your thumb into account since what most people input as "up" on the stick is slightly affected by where the stick is relative to the base of their thumb.
  • Bugs:
  • Fixed UI bug causing the arrows above players to not reflect team color when playing on console.
  • Fixed UI bug causing bot names to not correctly update when changing Legends during the Strikeout game mode.
  • Mammoth Megafan Sidekick from the BCX 2018 Pack now has the correct in-game display name.
  • Fixed minor graphical issues with Rayman's head in character select.
  • Fixed bug causing the Kung Foot game mode icon to not correctly appear during character select.
  • In Kung Foot, fixed some rare visual bugs where the ball's spinning would change direction or accelerate without reason.
  • PC: Fixed a bug where pressing Enter while spectating would open the pause menu instead of opening chat.
  • PC: Fixed a bug where pressing Enter to change the sort method on the Meet the Legends screen wouldn't work if you're in a clan, because it would get caught by the Chat Box.
  • Fixed a replay bug where the marker on the replay timeline wouldn't update correctly in game modes that force teams to be on.
  • Fixed a rare bug that could cause the pause menu to display over the scoreboard and lock up the game as a result.
  • Legend Rotation:
  • This week Rayman makes his first debut on the Rotation list! The new Legend rotation also includes: Asuri, Cassidy, Koji, Scarlet, Jiro, Xull, and Queen Nai.
  • Rayman - The Champion of the Glade of Dreams, wielding his Gauntlets and Axe, has found his way into Valhalla on a mission to save his home.
  • Asuri – This Night Stalker has claimed the Tournament as her territory and sets upon challengers to her domain using Katars and Sword!
  • Cassidy – The Marshal of the Old West is ready to instill justice into Valhalla with both Hammer and Blasters!
  • Koji – Armed with his ancestral katana, Koji slices his way through the battlefield with Sword and Bow!
  • Scarlet – A former female boxing champion of England and head of the Royal Airship Navy, this Legend uses her ingenuity and steam power to build her own Rocket Lance and Grappling Hammer to take into battle.
  • Jiro – Trained as a child by a powerful and secret shinobi family, Jiro comes into the arena with not only Scythe and Sword but shadow clones as well!
  • Xull – With legendary physical strength, this Axe and Cannon wielding Orc Warlord is ready to challenge everyone and everything in Valhalla!
  • Queen Nai – With each victory nourishing the gods of her people, Queen Nai has come wielding Katars, Spear, and her powerful sorcery.

New in Brawlhalla 3.32 (Nov 7, 2018)

  • Rayman and his friends join the fight - Yeah!!:
  • Rayman joins the Legends of Brawlhalla! Alongside him, Globox and Barbara will be Epic Crossover Skins for Cassidy and Brynn, respectively. We’re celebrating Rayman and his friends joining the fray with a new game mode, Kung Foot, a new Team Photo Taunt (where players can taunt with you), new KO Effect, new Podium, +250 Gold to your daily log-in bonus, and so much more! Items from this event will remain available in Mallhalla even after the event has ended.
  • See the complete list below for all the Rayman-themed goodies:
  • New Legend - Rayman:
  • Rayman - “Champion of the Glade of Dreams”
  • Weapons: Gauntlets, Axe
  • Stats: 5 Strength, 5 Dexterity, 6 Defense, 6 Speed
  • Rayman enters with 3 new Skins:
  • Raymesis - “He stops at nothing to soil Rayman’s reputation.”
  • Sir Rayelot - “A mysterious hero who never takes his helmet off.”
  • Raydvar - “Bödvar seems a little off today…”
  • Epic Crossover Skins:
  • Barbara Brynn - “A strong barbarian princess - no one wields an axe quite like her!”
  • Globox Cassidy - “Rayman’s dependable best friend, as long as there aren’t Robo-Pirates around.”
  • New Game Mode - Kung Foot!:
  • Rayman brings with him a brand new insanely fun game mode! High five your partner and get ready to compete in Kung Foot. Anything goes in this fast paced sport as you kick, bash, and slash the ball through the opposing team's goal. The more you damage the ball the faster it goes. Goooooooooooooal!
  • 2-8 player
  • Teams
  • Score to Win
  • No Gadgets
  • KO opponents in your own goal
  • Custom game mode
  • Rayman-themed items!:
  • Rayman has brought along a few treats from the Glade of Dreams to Mallhalla!
  • Taunt:
  • Team Photo - “Say Cheese!” Bonus: Players can taunt nearby to pose with you!
  • Our very first team Taunt!
  • Only one player needs to have the Taunt in order for others to participate.
  • Even your opponents can join in on the fun!
  • KO Effect:
  • Medieval Dragon - “Your opponent’s not winning this boss fight.”
  • Podium:
  • Spellbound Tree - “From the Dream Forest to the Great Hall!”
  • Sidekick:
  • Lum King - “This one collects YOU!”
  • The Rayman event will also feature a UI Takeover and +250 Gold per login!
  • Mallhalla;
  • Find Rayman items by following the lums in Mallhalla!
  • Introducing Rayman as a new Legend!
  • Rayman enters with 3 new Skins: Raymesis, Sir Rayelot, & Raydvar
  • Epic Crossover Skins: Barbara Brynn and Globox Cassidy
  • Team Photo Taunt
  • Medieval Dragon KO Effect
  • Spellbound Tree Podium
  • Lum King Sidekick
  • Check out the new sales items!
  • Brawl of the Week - Kung Foot!:
  • Our newest game mode debuts in the BotW. Join the fun with this 2v2 team game that’s all the rage in the Brawlhalla sports scene. You can learn the ropes with a friend or queue solo - don’t worry team damage is off. First team to score 5 goals wins!
  • 2v2
  • 5 goals
  • 100% Damage
  • 5 Minute Timer
  • Welcome to Brawlhalla:
  • This launch is one of our biggest patches yet, and we want to say thank you for helping Brawlhalla grow into the great game it has become. In celebration, we are going to be rolling out new, free welcome bundles per platform. Our first welcome bundle is rolling out on Xbox One. Try Brawlhalla on Xbox One and you'll get Orion with the Dark Age skin, Thumb's Up Taunt, and Trident Weapon Skin. In the future, we will add free welcome bundles for PS4, PC, and Switch as we work to make something fun and themed for each platform. Keep your eyes on our news for more info, and again, thank you for being a Brawlhalla player!
  • Game Improvements:
  • Optimized the Graveyard Shift Podium to run better on consoles.
  • Bugs:
  • Fixed a bug causing the room privacy lock icon to display on the wrong part of the screen when playing on Steam.
  • Legend Rotation:
  • The new Legend rotation for this week includes: Scarlet, Brynn, Koji, Zariel, Mirage, Cassidy, Xull, and Lucien.
  • Scarlet – A former female boxing champion of England and head of the Royal Airship Navy, this Legend uses her ingenuity and steam power to build her own Rocket Lance and Grappling Hammer to take into battle.
  • Brynn – Competing for the pure joy of it, this Valkyrie has seen many victories due to her skill with the Axe and Spear.
  • Koji – Armed with his ancestral katana, Koji slices his way through the battlefield with Sword and Bow!
  • Zariel – The Celestial, a warrior deity of Holy Justice, who abides in blessed Elysium. Zariel uses Gauntlets and Bow to take down both Demon hordes and any warrior participating in the Grand Tournament.
  • Mirage – An occultist, martial artist, and spy, this agent uses the powers of magic and time-travel along with her Scythe and Spear to take down her foes.
  • Cassidy – The Marshal of the Old West is ready to instill justice into Valhalla with both Hammer and Blasters!
  • Xull – With legendary physical strength, this Axe and Cannon wielding Orc Warlord is ready to challenge everyone and everything in Valhalla!
  • Lucien – This mysterious highwayman is always scheming for gold, and now has come to Valhalla to take part in the tournament wielding Katars and Blasters!

New in Brawlhalla 3.31 - Brawlhalloween Event! (Oct 25, 2018)

  • Welcome to the Brawlhalloween Event! The spooky season of tricks, treats, and frightening feats is here. We’ve got new spooky Skins, a new Podium, scary Ghost Brawl, Holiday bonus Gold, and a slew of other goodies available for those who want to get into the holiday spirit.
  • Brawlhalloween Event:
  • Trick or Treat - Brawlhalloween is upon us! We’re celebrating the festivities with new Halloween-themed Skins for Ragnir and Asuri. We’re also releasing a new Podium, Toil and Trouble, that will remain available in Mallhalla even after the event has ended!
  • See the list below for all the Brawlhalloween treats:
  • Skins :
  • Werebat Ragnir - “Like a bat out of Helheim.”
  • Skel-Asuri - “She's got a bone to pick!”
  • Bewitching Scarlet - “Nice night for a hex.”
  • Horseman Lucien - “They say his spirit haunts the roadways to this very day.”
  • Demonkin Diana - “Be careful what you ask for.”
  • Punkin Spice Yumiko - “In every town, village, and city. There is no escape. Ever.”
  • The Monster Gnash - “Graveyard smaaaash!”
  • Immortal Caspian - “When you're a vampire thief, the stakes are always high.”
  • KO Effect
  • Jac-KO-Lantern - “Smashing pumpkins into tiny pieces of debris!”
  • Podiums :
  • Graveyard Shift Podium
  • “Darkness falls across the land…”
  • Toil and Trouble Podium
  • “Double, double toil and trouble; Ragnir's breath and Cross's stubble.”
  • This Podium is here to stay! It will be available after the event has ended as a permanent addition to Mallhalla.
  • Colors :
  • Haunting Colors
  • Give your opponents a fright with these purple, black, and orange colors.
  • Available for every Legend!
  • Avatars :
  • Pumpkin Pyre Avatar
  • An animated Avatar!
  • “Ghostly fire makes everything better!”
  • RIP Avatar :
  • “Rest In Pieces.”
  • Purchasable with your hard-earned Gold!
  • Brawlhalloween will also feature a UI Takeover and +250 Gold per login!
  • Mallhalla:
  • Find Brawlhalloween items by following the candy corn in Mallhalla!
  • Introducing new Skins for Ragnir & Asuri
  • Exclusive Skins for Scarlet, Lucien, Diana, Yumiko, Gnash, & Caspian
  • New Podium: Toil and Trouble - a permanent addition to Mallhalla!
  • Graveyard Shift Podium is available for a limited time!
  • Jac-KO-Lantern KO Effect
  • Halloween-themed Avatars
  • Haunting Colors
  • Check out the new Sales items!
  • Brawl of the Week - Ghost Brawl!:
  • Ghost Brawl is back! Quickly go invisible when you don’t use any powers in this tense game mode. Stay invisible too long, or use any power (including dodge) and you’re visible once more! (Pro Tip: Dust clouds from jumps and dashes are still visible even when an opponent is not!)
  • 1v1
  • 3 Stocks
  • 200% Damage
  • 8 Minute Timer
  • PS4:
  • The Founder’s Pack is leaving the store. Thank you everyone who helped launch Brawlhalla on the PS4. The All-Legends Pack is entering the store. As always, the All-Legends Pack is an insanely good deal, unlocking all current legends and all future legends forever for one startlingly low price.
  • Game Improvements:
  • In the “Meet the Legends” screen, you can now toggle and switch between sorting the Legends in alphabetical order or release order (how Legends are sorted in lobbies).
  • Bugs:
  • Fixed a bug where players couldn't start a tutorial with a keyboard if the “-multikeyboard” launch option was set.
  • Fixed a bug that was causing the transition from scoreboard to character select to be visually messy.
  • Fixed a bug where the rewards screen to character select screen transition was not smooth.
  • On PS4, fixed a bug where frame-stepping backwards during a Spear ground pound could result in the sound looping forever.
  • On PS4, fixed a bug where players couldn't start a tutorial with a keyboard.
  • Legend Rotation:
  • The new Legend rotation for this week includes: Ember, Kor, Scarlet, Ada, Azoth, Jiro, Isaiah, and Queen Nai
  • Ember – This quick and dexterous elf does battle in Valhalla with Bow, Katars and her two companions: a wolf named Ash and her raven named Yarra.
  • Kor - Blackguard Keep’s left platform mover takes his place in the arena wielding both Gauntlets and Grappling Hammer.
  • Scarlet – A former female boxing champion of England and head of the Royal Airship Navy, this Legend uses her ingenuity and steam power to build her own Rocket Lance and Grappling Hammer to take into battle.
  • Ada – Armed with Blasters and Spear, this nano-tech, elite combat hacker aims to win in the Grand Tournament.
  • Azoth – Devoted acolytes bring this brilliant and ruthless lich lord to life as he comes into Valhalla to do battle with Bow and Axe.
  • Jiro – Trained as a child by a powerful and secret shinobi family, Jiro comes into the arena with not only Scythe and Sword but shadow clones as well!
  • Isaiah – Major Isaiah Marshall, OEL’s special forces commander is at your service. He utilizes Cannon and Blasters with the help of his drone, equipped with a cloaking device and rockets at its disposal!
  • Queen Nai – With each victory nourishing the gods of her people, Queen Nai has come wielding Katars, Spear, and her powerful sorcery.

New in Brawlhalla 3.30 (Oct 10, 2018)

  • Shovel Knight has arrived - Let’s Get Shoveling!:
  • Shovel Knight & his crew are here - For Shovelry! For the first time ever, we are introducing Epic Crossover Skins to Brawlhalla! Each of these Skins includes Signature FX Swaps, Custom Lock-in Animations, Legend Name Swaps, Icon Swaps, and two new Weapon Skins. These Skins will be an alternate costume for a Legend in Brawlhalla and will be staying in Mallhalla after the event ends.
  • Introducing:
  • Shovel Knight as a Gnash Epic Crossover Skin - “By the creed of Shovelry: Slash Mercilessly and Dig Tirelessly!”
  • Black Knight as an Orion Epic Crossover Skin - “The Yin to Shovel Knight’s Yang.”
  • King Knight as a Sir Roland Epic Crossover Skin - “Always dressed to the nines and ready for a brutal coronation!”
  • Plague Knight as a Caspian Epic Crossover Skin - “The bomb is mightier than the sword.”
  • Specter Knight as a Nix Epic Crossover Skin - “Into the darkness, the reaper cometh.”
  • This Shovel Knight event also includes:
  • Daily login bonus of 250 Gold to celebrate Shovel Knight’s crossover!
  • Brand new Map - Plains of Passage
  • A Shovel Knight UI Takeover!
  • Mallhalla:
  • Check out Shovel Knight & his crew!
  • Check out the new Sales items!
  • New Map - Plains of Passage
  • Strike the earth with a new, Shovel Knight themed map - dig in!
  • Brawl of the Week - Strikeout Mania!:
  • Pick your best 5 Legends and face off against your opponent's best 5 Legends in this intense 300% damage battle! When you lose a stock, the next Legend in your list spawns in, ready to fight. KO your opponent 5 times to win!
  • 1v1 Strikeout
  • 5 Stocks
  • 300% Damage
  • Legend changes after each stock!
  • Matchmaking:
  • (PC & PS4) Matchmaking will now put greater emphasis on trying to find closer matches. The algorithm has been changed to put a higher priority on finding matches closer to a player’s elo. This sometimes may result in slightly longer wait times between matches but will balance the overall match-making experience. We’ll be monitoring these results, so please let us know how the changes affect your progress.
  • PS4:
  • Improved client performance in-game and in store via multithreaded rendering. This enhanced rendering will create better performance in heavy areas, like large in-game battles, the store, and character select. This will help consoles be at a smooth, consistent 60 FPS.
  • Game Improvements:
  • KO effects will now rotate diagonally if a KO occurs in the corner of a map.
  • Custom controller bindings will now be displayed with the controller graphic shown for default bindings, but with the custom controls updated in its place.
  • Game Loading:
  • Improved file loading time estimations.
  • Loading screen will now show up earlier during the loading process, so it’s easier to track progress.
  • Bugs:
  • Adjusted Sidra's character select animation to prevent her neck from sticking out too far with certain skins equipped.
  • Fixed a bug where the dropdown menu for the room could still show up while you were in an offline game.
  • The Unlock Skin / Unlock Legend prompt in the "Meet The Legends" screen will no longer erroneously show, if you already own that Skin or Legend.
  • Fixed a bug where the Room # privacy option for online lobbies would only work if someone tried to join via room number through the Ranked screen, but would not work when someone tried to join via room number from the Custom Online screen.
  • In the Legend Select screen for online lobbies, the the room number now appears above the room header so that it can no longer be obscured by certain Legend portraits (I'm looking at you, Queen Nai).
  • Fixed a few bugs on PC where the volume options would not reflect the active volume setting.
  • Fixed a Map Striking bug where the "Strike Others" prompt would appear during Snake and Turns Striking modes, even though that option does not exist in those modes. That prompt will now be hidden when appropriate.
  • Fixed a Map Striking bug where the "Strike Others" prompt wouldn’t appear during the final striker’s turn in Tournament Striking.
  • Steam: Fixed a bug when a player was not in multikeyboard mode, keyboard inputs wouldn't always be accepted while in the pause menu, particularly when trying to change keyboard bindings from the pause menu. (credit: Dobrein)
  • Fixed a rare case where the client could get stuck on a blank screen after the scoreboard screen appeared in an online game.
  • Update Jiro DSword clone impact sound on PS4 to match PC.
  • Update Thatch Blaster sounds for PS4 to sound like they do on PC.
  • Sidra's Cannon nSig cannon ball explosion now plays proper sound on PS4.
  • Fixed a memory leak on the PS4 client.
  • Legend Rotation:
  • The new Legend rotation for this week includes: Orion, Gnash, Caspian, Nix, Sir Roland, Yumiko, Sidra and Jhala.
  • Orion - A revered warrior and champion, the mysterious armored knight uses Rocket Lance and Spear to battle his foes in the halls of Valhalla!
  • Gnash - In the darkness, before the dawn of history, this Legend was raised by the harsh jungle itself. This Super Hunter uses Grappling Hammer and Spear in battle.
  • Caspian - Led by his showmanship and thirst for danger, he has come to Valhalla armed with Katars and Gauntlets to put on a show!
  • Nix - Led by a thousand year hunt, this reaper, armed with both Blasters and Scythe, has found herself new bounty in Valhalla.
  • Sir Roland - No one in Valhalla feels a greater thirst for victory in the tournament than Sir Roland, as he strikes down his opponents with Rocket Lance and Sword.
  • Yumiko - Holding the appearance of a blind seamstress, this centuries old fox spirit has been brought into battle wielding her Magical Hammer and Bow!
  • Sidra - The Corsair Queen, known for her legendary and fearless raids, is prepared to fight with her Sword and Cannon!
  • Jhala - Given the title “Exalted Lion” by Apollo himself, Jhala “The Unbroken” takes the glamor of Valhalla in stride while having fun slaying her foes with Axe and Sword.
  • Balance:
  • We have another round of balance updates this week, primarily focused on bringing undertuned Signatures up to par with their peers. Players will find a number of damage and force increases for higher Strength Legends, whose attacks provided too little reward. We have adjusted the Blasters and Spear kits to bring their rewards in line with other similar options from other weapon kits, and we have enhanced the general utility and rate of play for the Hammer kit to better compete on the battlefield.
  • Blasters:
  • With its use as both a potential combo ender and a close range option, the Blasters Recovery has received a reduction in force to better match its utility.
  • Blasters Recovery: Decreased Force from 52 Fixed/51 Variable to 52 Fixed/49 Variable.
  • Spear:
  • The Spear trades its Down Light into Recovery combo for a more responsive Neutral Air, bringing its knockout potential closer in line with other similar options. We have also opened a more reliable approach against the Spear, as the Down Light leans further into its role as an anti-air, with a wider opening between the attack and the ground.
  • Spear Down Light: Slightly reduced coverage near the bottom of the attack.
  • Spear Neutral Air: Decreased Time to Hit from 15 to 14.
  • Spear Recovery: Increased Time to Hit from 15 to 16.
  • Hammer:
  • While the Hammer is a slower, hard-hitting weapon, the slow rate of attack on its primary aerial threat and lower range on its grounded threat made a few weapon matchups too uneven. This greater horizontal presence will help Hammer players compete more evenly across the board.
  • Hammer Side Light: Increased bonus speed gained from a dash.
  • Hammer Side Air: Decreased Recover Time on miss from 5 Fixed/21 Variable to 4 Fixed/21 Variable.
  • Signatures:
  • This week's updates are focused on aligning the damage and force of more Legends' Signatures with their Strength stat. There are also improvements to the speed and utility of several underperforming Signatures, such as Jiro's Neutral Scythe and Isaiah's Down Blasters.
  • Isaiah Neutral Blasters: Decreased Recover Time from 22 to 20.
  • Isaiah Down Blasters: Decreased Recover Time from 17 to 16.
  • Isaiah Down Cannon: Increased Force of the grounded explosion from 60 Fixed/55 Variable to 60 Fixed/57 Variable.
  • Artemis Down Scythe: Decreased Recover Time on Miss from 16 to 13; Artemis hovers in the air slightly longer on miss before gravity takes over.
  • Artemis Neutral Scythe: Increased Force from 60 Fixed/52 Variable to 60 Fixed/54 Variable.
  • Jiro Neutral Scythe: Decreased Recover Time on miss from 25 to 22; Slightly Increased coverage on the inside of the slash towards the end of the attack.
  • Lucien Neutral Blasters: Decreased Force from 72 Fixed/55 Variable to 70 Fixed/52 Variable.
  • Lucien Down Katar: Decreased Force from 71 Fixed/60 Variable to 70 Fixed/55 Variable.
  • Hattori Side Spear: Decreased Damage from 29 to 25.
  • Hattori Down Sword: Decreased Damage from 25 to 23.
  • Barraza Down Blasters: Decreased Minimum Charge time from 10 to 9; Increased Damage from 21 to 24.
  • Barraza Down Axe: Increased Damage from 24 to 26.
  • Barraza Neutral Axe: Increased Damage from 22 to 25.
  • Queen Nai Side Katar: Increased Damage from 20 to 24.
  • Ember Down Katar: Increased Damage from 24 to 25; Moved some of the leap's Damage into the final slash.
  • Ember Down Bow: Increased Force of the ground shot from 65 Fixed/51 Variable to 65 Fixed/54 Variable; Increased Force of the aerial shot from a range of 60~50 Fixed/47~40 Variable to a range of 60~50 Fixed/50~45 Variable.

New in Brawlhalla 3.28 (Aug 31, 2018)

  • Back to School:
  • Detention Ada – “Being bad feels pretty good, huh?”
  • Greased Lightning Koji – “He’s got the chops!”
  • First Day Asuri – “Don’t forget your bus number!”
  • Kindergarten Kaya - “Missed the bus? Take a mammoth instead.”
  • Xull - “The best offense is more offense.”
  • Avatar – Brawlhalla 101
  • Avatar – Oodles of Doodles
  • Home Team Colors – Show off your school pride with these black, red, and gold colors.
  • Back to School bonus +250 Gold per login! Please remember that protecting your lunch money is up to you and your clan.
  • Mallhalla:
  • Check out the Back to School Event!
  • Home Team Colors
  • Exclusive Skins for Ada, Koji, and Asuri
  • Introducing new Skins for Kaya and Xull
  • Back to School Avatars
  • The Forbidden Chest arises with exclusive Skins for Bödvar, Brynn, and Cross.
  • Updated sale items!
  • Brawl of the Week - 3v3 Skirmish:
  • Queue solo or as a team for some 3v3 brawlin’ action! No team damage, no ladder anxiety, just relax and enjoy Brawlhalla in teams. First team to KO each opponent 3 times wins!
  • Team 3v3 with Stocks
  • Each player has 3 Stocks
  • Queue alone or with friends!
  • Last team standing wins!
  • Animation:
  • Updated Cassidy's Signature animations to have facial expression variety.
  • Removed the angry expression from Axe's platform animations to showcase the character’s personalities better and to highlight the expression.
  • Optimized the swoosh for Axe’s neutral light to fix performance issues.
  • On the Unarmed's animations, removed some cases where Skins with animated headpieces would play their falling animation, while the character could travel upward.
  • Fixed a pop that would happen during the “Don't Leave Me Hangin'” Taunt animation on the mammoth Sidekicks' arms.
  • Controller:
  • PC players using Nintendo controllers with a diamond face (i.e., not GameCube controllers) will now see the Switch Pro Controller icon in the customize controls screen and Switch Pro Controller icons in the UI.
  • When showing keyboard hotkeys in the UI, prompts will now show the secondary keybind if the primary key is unbound.
  • If a player's controller or keyboard (on Steam with the "-multikeyboard" launch option or on PS4) disconnects while playing an offline game mode, the game will now automatically pause.
  • Twitch Linking:
  • (PC Only) Twitch account linking UI now visually supports a proper disconnected state.
  • Bug Fixes:
  • Fixed a bug where the “GG” and “Inspect” buttons wouldn't show up after an online game, if you had played an offline game previously in the same session.[*]
  • PS4 Bug Fixes:
  • Fixed a rare crash on PS4 that could occur when a player used a keyboard without also having a controller bound to that same user.
  • Fixed a bug where the PS4 store would run out of textures when doing heavy browsing.
  • Legend Rotation:
  • This week’s Legend rotation is: Yumiko, Thatch, Caspian, Artemis, Xull, and Queen Nai.
  • Yumiko - Holding the appearance of a blind seamstress, this centuries old fox spirit has been brought into battle wielding her Magical Hammer and Bow!
  • Thatch - The tournament is a paradise of chaos and fire for this Madman of the Barbados as he uses Sword and Blasters.
  • Caspian - Led by his showmanship and thirst for danger, he has come to Valhalla armed with Katars and Gauntlets to put on a show!
  • Artemis - Transversing the universe in search of her rival Orion, Artemis has ripped open a wormhole into Valhalla, armed with a Rocket Lance and Scythe; she is ready to fight!
  • Xull - With legendary physical strength, this Axe and Cannon wielding Orc Warlord is ready to challenge everyone and everything in Valhalla!
  • Queen Nai - With each victory nourishing the gods of her people, Queen Nai has come wielding Katars, Spear, and her powerful sorcery.

New in Brawlhalla 3.27 (Aug 20, 2018)

  • Mallhalla:
  • The Exalted Chest has made its appearance!
  • The Exalted Chest is in the store for a limited-time with three exclusive skins: Silvermane Gnash, Lionguard Diana, and Komainu Jiro.
  • Zariel’s price reduced:
  • Zariel is now priced at 5400g!
  • BotW - Betrayal:
  • This week’s BotW is “Betrayal!”. Queue up against 2 other Players in a 3-minute FFA game. Score 2 points for KOing an enemy, lose 1 point for being KO'd. Can you survive the ever shifting alliances and score the most points at the end to win?
  • 3 Player FFA!
  • Most points at the end wins!
  • Controller:
  • When a controller is disconnected while in a lobby, players will no longer receive an error dialog that must be clicked through. The game will now pop up the same temporary message that appears when a controller disconnects in the middle of a game.
  • Bug Fixes:
  • Fixed a visual glitch that caused some facial expressions' mouths to be off-centered.
  • Fixed a bug in online lobbies where when a player has multiple guests and one of the lower-numbered ones leaves, the other guests' names wouldn't update to reflect their new number until after the game started. It will now make that update instantly.
  • Fixed an extremely rare bug where, in times of unusually high server traffic, the Login Bonus screen could appear during an online game.
  • Legend Rotation:
  • This week Zariel, The Celestial, makes his first debut on the Rotation list! This weeks rotation also includes: Sentinel, Ada, Mirage, Sidra, and Ulgrim.
  • Zariel – Making his first appearance on the Legend Rotation list, The Celestial, a warrior deity of Holy Justice, who abides in blessed Elysium. Zariel uses Gauntlets and Bow to take down both Demon hordes and any warrior participating in the Grand Tournament.
  • Sentinel – The Hammer of Justice has been brought to Valhalla to protect those in need with his Katars and Hammer!
  • Ada - Armed with Blasters and Spear, this nano-tech, elite combat hacker aims to win in the Grand Tournament.
  • Mirage – An occultist, martial artist, and spy, this agent uses the powers of magic and time-travel along with her Scythe and Spear to take down her foes.
  • Sidra – The Corsair Queen, known for her legendary and fearless raids, is prepared to fight with her Sword and Cannon!
  • Ulgrim – The legendary blacksmith forges his way into battle with Rocket Lance and Axe!
  • Balance:
  • This week's round of balance adjustments is focused on bringing the rate of damage on several weapons and Legends in line with their coverage and speed, while increasing the fluidity and useability of underperforming kits for more responsive attacks and movement. We have also made adjustments to allow escapes from a few solo and team combo attacks that could deal a great amount of damage too quickly, such as the Lance and Zariel’s Neutral Bow Signature.
  • Unarmed:
  • In a continued series of adjustments focused on separating the rate of damage done between armed and unarmed players, we have decreased the damage on this kit's faster and most used attacks. This creates a greater advantage for players fighting with weapons, ensuring not only greater range on most attacks, but also by building damage faster when scoring hits.
  • Unarmed Neutral Light: Decreased Damage from 16 to 14.
  • Unarmed Neutral Air: Decreased Damage from 15 to 14.
  • Axe:
  • The Axe kit finds a couple of changes, notably on it's upward-directed attacks. We have slightly reduced the reward on hit for the Neutral Air in order to turn the previous combo ending in a Gravity Canceled Down Light into a string, but have also lowered the force of the Neutral Air to keep the target in range for follow-up attempts at a wider range of health values. Meanwhile, the Down Light has received a boost in utility with less recover time. This helps Axe players use this attack more readily, as it was too easily punished and generally stiff in its role against airborne opponents.
  • Axe Down Light: Decreased Recover time on miss from 0 Fixed/12 Variable to 0 Fixed/9 Variable.
  • Axe Neutral Air: Decreased Stun from 28 to 27; Decreased Force from 40 Fixed/20 Variable to 40 Fixed/18 Variable.
  • Bow:
  • While the utility offered by the Bow's aerial kit is one of its key strengths, the force it offers above stage was too low to keep up with other weapons, lending itself to less flexible playstyles. We have increased the force on the Neutral Air to make the Bow's aerial presence more threatening and secure knockouts at a more reasonable damage threshold. Meanwhile, the Bow's Side Light has received a faster time to hit to enable player's to better keep up with the current pace of gameplay, given that the Bow's ground kit centers around slower attacks that demand a high degree of accuracy.
  • Bow Neutral Air: Increased Force from 65 Fixed/30 Variable to 65 Fixed/33 Variable.
  • Bow Side Light: Decreased Time to Hit from 12 to 11.
  • Hammer:
  • The Hammer commands a great degree of aerial space with it's powerful swings, but can also threaten a fairly wide area of on the ground with the distance its Side Light can move. We have shuffled some of the power within the Side Light to help players better combat a grounded Hammer user by reining in the maximum range of the Side Light, while increasing the stun for more reliable follow-ups when scoring a hit.
  • Hammer Side Light: Increased Stun from a range of 23~15 to a range of 25~17; Slightly decreased bonus speed gained from a dash.
  • Katars:
  • We have some additional adjustments to the Katar Down Air following this weapon's latest round of balance changes. The force has been slightly decreased on the ground hit, bringing the knockback closer to its previous distance for tighter follow-ups at a larger range of health values. We have also increased the stun for both the ground and the air version to aid in follow-up attacks after a Down Air.
  • Katar Down Air: Decreased Force of the ground hit from 21 Fixed/10 Variable to 21 Fixed/7 Variable; Increased Stun of the ground version from 10 to 11; Increased Stun of the Air version from 12 to 13.
  • Lance:
  • The Lance Neutral Air has received a minor decrease in stun and a change to its range of force, as this attack allowed for an extended combo that set the Lance's rate of damage too far above other weapons. This not only turns the previous three-hit combo involving Neutral Air into a dodgeable string, but also increases the consistency of follow-up attempts after striking with the back end of a Neutral Air.
  • Lance Neutral Air: Changed Force from a range of 68~52 Fixed/0 Variable to a range of 68~40 Fixed/6~0 Variable; Slightly raised angle of knockback during the beginning of the flip; Decreased Stun from a range of 34~28 to a range of 32~28.
  • Sword:
  • The Sword is a solid and versatile weapon that can fit a number of different situations and playstyles, although its ability to build damage in a number of these situations was slightly higher than other weapons with less utility. We have brought the damage values on some of the Sword's most useful attacks in line with other similar options and have also increased the cooldown of the Neutral Air, to allow player's a greater window of opportunity to land when fighting against an aerial Sword user.
  • Sword Neutral Light: Decreased Damage from 15 to 14.
  • Sword Neutral Air: Decreased Damage from 18 to 17; Increased Cooldown on hit from 11 to 13.
  • Signatures:
  • We have improved several Signatures that did not have enough range to be reasonably threatening in most match-ups, as well as a number of Signatures that carried to much risk for the coverage and reward they had to offer. Legends such as Artemis, Azoth, and Lin Fei will find faster movement on forward or upward leaping attacks, while Azoth and Lin Fei also now have a more fluid feel on several of their lengthier Signatures. Along with this pass for utility, we have also increased the damage on Caspian's Gauntlet Signatures to be in line with other similar attacks from his peers. Zariel's Neutral Bow has received increased Cooldown, and we have increased the effect of Same Move Directional Influence when struck by two or more instances of this attack during stun, in order to open escape routes from the 2v2 combo.
  • Artemis Down Lance: Increased Speed bonus from movement, such as when dashing.
  • Azoth Side Bow: Decreased Recover time from 12 to 7.
  • Azoth Side Axe: Increased Speed bonus from movement, such as when dashing.
  • Caspian Neutral Gauntlets: Increased base Damage from 22 to 24.
  • Caspian Down Gauntlets: Increased base Damage from 20 to 22.
  • Lin Fei Neutral Cannon: Decreased total Recover time from 19 to 16.
  • Lin Fei Neutral Katar: Decreased total Recover time from 11 to 8.
  • Lin Fei Side Katar: Decreased total Recover time from 18 to 13.
  • Lin Fei Down Katar: Lin Fei now leaps off the ground 3 frames sooner; Decreased Minimum Charge time from 17 to 13.
  • Zariel Neutral Bow: Increased Maximum Directional Influence angle allowed when struck by multiple instances of this power in a single combo; Increased Cooldown on hit from 11 to 33; Increased Cooldown on miss from 20 to 25.
  • Combat Bug Fixes:
  • Katar Neutral Light: Fixed a case where the target could be dropped before the final hit. (Credit:ohsillyus & Arci)
  • Asuri Down Katar: Fixed a case where the target could be dropped before the final hit. (Credit: BloodDiamond)
  • Bow Down Air: Fixed a case that allowed the bursts of the grounded shots to clash with attacks from grounded opponents. (Credit: KylarAlice & Narwhal)
  • Bow Ground Pound: Fixed a case where the target could be dropped before the final hit. (Credit: Gold!? & Exxod)
  • Jiro Neutral Scythe: Fixed a case where the target could be dropped before the final hit. (Credit: KylarAlice)
  • Zariel Side Bow: Fixed a case where the target could be dropped before the final hit. (Credit: Frozhax & Jkiffy)

New in Brawlhalla 3.26 (Aug 2, 2018)

  • New Legend - Zariel:
  • Zariel "The Celestial"
  • Gauntlets and Bow
  • Stats: 7 Strength, 4 Dex, 7 Defense, 4 Speed
  • Zariel enters with 3 new skins:
  • Archangel Zariel - “Armor forged in the light, arrows plunged in darkness.”
  • Darkheart Zariel - “Falling from grace but not going down without a fight.”
  • Urban Guardian Zariel - “Some guardian angels are more proactive than others.”
  • Brawl of the Week - KO Mania:
  • Square off against your opponent in this hard hitting KO fest! Chew through your foe’s 5 Stocks with damage cranked up to an insane 300%! Send your challenger into orbit before they know what hit them. First to 5 KOs wins!
  • 1v1
  • 5 Stocks!
  • 300% Damage!
  • User Interface Button Icon Overhaul:
  • We are in the process of improving our icon system, and this patch is the start of those improvements. Here are the changes players can expect so far
  • Controller button icons are now universal in look across all screens, and the icons have been reworked to be less distracting for situations when being presented with lots of information at once.
  • Controller players with custom binds will now see the correct icon prompt for picking up items.
  • Steam:
  • UI prompts for keyboard players with custom keybinds will now show the updated key.
  • Players using PS4 controllers will now see PS4 button icons instead of Xbox 360 icons. In cases where both controllers are being used at the same time, the correct buttons will show for each player.
  • Players using controllers that lack some of the rebindable buttons from the Xbox 360 controller (e.g., GameCube controllers only have one left shoulder button) will no longer see buttons they can't rebind listed on the controller bindings screen.
  • PS4:
  • Players using Playstation Vita Remote Play will now see special Vita icons for all buttons.
  • Keyboard players will now see keyboard icons for all buttons.
  • Malhalla:
  • New sales items!
  • Wild Chest has appeared containing 3 exclusive skins:
  • Meadowguard Ember
  • Lionheart Roland
  • Fox Spirit Yumiko
  • Controller:
  • Fixed a bug where resetting your controller to the default controls would successfully reset your controls, but the displayed bindings wouldn't update. The displayed bindings will now correctly reflect the defaults before exiting the bindings screen.
  • Tutorial:
  • The tutorial preview animation 'Next' button now always visible and starts off inactive instead of just appearing once the animation has completed.
  • Power Rankings:
  • Updated Power Rankings for Summer. Increased list limit from 100 entries to 250.
  • Meet the Legends:
  • The selected tab under the "Meet the Legends" menu option has been adjusted to be more visually obvious.
  • Balance:
  • With Dreamhack Valencia and the Summer Championships in the books, we resume regular balance patches this week. There are a number of general weapon changes following high level discussion surrounding these competitive events that are aimed at closing the gap between one of the more overtuned weapons and the rest of the field, while improving many of the underperforming weapons in either reward of ease of use. Several of the most overperforming Legends have also been brought in line with their peers, as their kits had grown in strength from general gameplay changes over time and adjustments to their counterpicks. Legends that have fallen behind due to these same reasons have received improvements to better suit the current pace of gameplay.
  • Lance:
  • The Lance's aerial kit is one of the harder to master options available in Brawlhalla, with its attack movement and overall coverage requiring a higher degree of precision and spacing against equally skilled opponents. We have increased not only the pacing on several of these attacks, but also the total coverage and distance to be comparable to that which can be achieved by other weapons with greater freedom of movement, such as rising or falling Side Air attacks. This will enable Lance players to play more confidently when approaching and make better use of the Lance's excellent priority.
  • Lance Neutral Air: Decreased Time to Hit from 14 to 13; Decreased Cooldown on hit from 9 to 6; Changed Force from a range of 50~58 Fixed/28~32 Variable to a range of 68~51 Fixed/0 Variable; Changed Stun from 28 to a range of 34~28; Slightly increased threat coverage near the user and the engine.
  • Lance Down Air: Increased travel speed; Increased Hit Window from 10 to 12.
  • Lance Side Air: Increased travel speed; Increased Hit Window from 8 to 10; Increased Force from 65 Fixed/39 Variable to 65 Fixed/42 Variable.
  • Blasters:
  • While the Blasters range and pace of attack is performing well, the rewards for landing successful attacks sets their rate of damage below expectations. This has caused Blasters users to rely too heavily Heavy attacks to score knockouts, resulting in longer matches. We have increased the reward on a number of the Light attacks to bring this rate of damage into a healthier range for more enjoyable match lengths and more diverse play when looking to secure knockouts.
  • Blasters Side Air: Increased Damage from 16 to 17; Increased Force from 49 Fixed/37 Variable to 49 Fixed/40 Variable.
  • Blasters Side Light: Increased Damage from 15 to 16.
  • Blasters Down Light: Decreased Time to Hit from 10 to 8; Increased Damage from 15 to 16.
  • Katars:
  • Tournaments and competitive events have shown the strength of the Katars and have proven them to have a reliably higher potential reward on hit than the other available weapons. We have reined in the total coverage and safety of its most popular approach option, the Down Air, as well as opened more avenues for contesting Katars users once their momentum and reward has begun. The most commonly used attacks of Neutral Light and Neutral Air, have had their priority and coverage trimmed to be in line with other similar options and allow increased areas for counterplay and defense against Katars users.
  • Katar Neutral Light: Increased Time to Hit from 6 to 7; Slightly decreased horizontal threat coverage towards the front and rear; updated hitboxing to better match the animation; increased Recover time on miss from 1 Fixed/12 Variable to 3 Fixed/12 Variable.
  • Katar Neutral Air: Stun changed from 25 to a range of 25~18; Slightly decreased threat coverage at maximum range; updated hitboxing to better match the animation.
  • Katar Down Air: Decreased Hit Window from 19 to 16; Decreased Stun of final hit of the aerial version from 14 to 12, and the grounded version from 10 to 11; Slightly decreased threat coverage; Increased Force on the grounded version from 21 Fixed/4 Variable to 21 Fixed/10 Variable; Increased Recover time on miss for the aerial version from 0 Fixed/15 Variable to 3 Fixed/15 Variable, and the grounded version from 2 Fixed/14 Variable to 7 Fixed/10 Variable.
  • Spear:
  • The Spear, while a versatile weapon with utility and range, scored knockouts later than similar options on other kits with better speed and priority. We have slightly increased the speed and force on some of the Spear's key finishing attacks to help it better compete with a more reasonable knockout time.
  • Spear Side Air: Increased Force from 45 Fixed/40 Variable to 45 Fixed/42 Variable.
  • Spear Recovery: Decreased Time to Hit from 16 to 15.
  • Spear Ground Pound: Decreased Time to Hit from 17 to 16; Increased Force from 53 Fixed/42 Variable to 53 Fixed/44 Variable.
  • Cannon:
  • We have increased the Cannon's reward for scoring hits in the form of greater stun and advantage, allowing it to continue pressure and grant a heavier reaction to its strikes. The Neutral Light has received a decrease in Recover time on miss, as it is one of the few attacks that does not propel the user on use and has a crucial role in challenging an opponent's gameplan.
  • Cannon Neutral Light: Increased Stun from 26 to 27; Decreased Recover time on miss from 1 Fixed/12 Variable to 1 Fixed/9 Variable.
  • Cannon Side Light: Increased Stun from a range of 27~22 to a range of 30~25.
  • Cannon Side Air: Increased Stun time from 13 to 14.
  • Signatures:
  • The Signature changes this week are focused on bringing the most outlying Legends closer to their peers. A number of widespread improvements to Orion are aimed at enhancing his utility and reward, as his Signatures have slowly fallen behind the curve. Conversely, other Legends such as Hattori and Asuri have benefited from general weapon and mechanics changes more than others over time, showing a greater strength at high level play. These changes bring their kits toward a level of utility and reward closer in line with more recently released Legends.
  • Orion Neutral Lance: Decreased Recover time from 24 to 16.
  • Orion Side Lance: Increased travel acceleration near the beginning of flight; Decreased Recover time from 20 to 16; Increased Force from 70 Fixed/51 Variable to 70 Fixed/53 Variable.
  • Orion Neutral Spear: Increased threat coverage near the user and the top of the arc.
  • Orion Side Spear: Increased travel speed; Decreased Recover time from 20 to 14.
  • Orion Down Spear: Decreased Recover time from 20 to 18.
  • Hattori Neutral Sword: Decreased threat coverage toward the rear of the power; Decreased Force from 58 Fixed/57 Variable to 58 Fixed/52 Variable.
  • Hattori Side Sword: Increased Minimum Charge time from 11 to 13; Decreased Damage from 27 to 23; Decreased Force from 65 Fixed/56 Variable to 65 Fixed/52 Variable.
  • Asuri Neutral Sword: Decreased threat coverage towards the top of the swipe.
  • Asuri Side Sword: Decreased Recover time from 31 to 29.
  • Asuri Down Katar: Decreased threat coverage toward the top and rear of the power; Decreased Damage from 29 to 23.
  • Asuri Side Katar: Decreased threat coverage toward the top and rear of the power.
  • Isaiah Neutral Blasters: Decreased Minimum Charge time from 11 to 10.
  • Bugs:
  • (Steam only) fixed a bug where remapping an input that was set to "Show Names" or "Pause" would result in that button performing both the new input and the old input.
  • Fix for crashes joining games.
  • Fix for crashes in room browser.
  • Updated Pressure Mine explosion fx animation for improved performance.
  • Lance Down Light: Fixed a bug that prevented players from being able to change their trajectory.
  • when struck by repeated instances of this power as part of a combo.
  • Fixed a small flicker that would happen on certain character's shins when doing a taunt.
  • Fixed a bug on PS4 where beginning frame-stepping during a spear ground pound would cause the helicopter sound effect to loop endlessly until frame-stepping was exited.
  • Legend Rotation:
  • This week’s Legend rotation includes: Asuri, Cross, Yumiko, Mirage, Xull, and Orion.
  • Asuri - This Night Stalker has claimed the Tournament as her territory and sets upon challengers to her domain using Katars and Sword!
  • Cross - For years he had owned New York City, but can he do the same in Valhalla? This charismatic mobster steps into Valhalla with Blasters and Gauntlets.
  • Yumiko - Holding the appearance of a blind seamstress this centuries old fox spirit has been brought into battle wielding her Magical Hammer and Bow!
  • Mirage - An occultist, martial artist and spy, this agent uses the powers of magic and time-travel along with her Scythe and Spear to take down her foes.
  • Xull - An Axe and Cannon wielding Orc Warlord. With Legendary physical strength he is ready to challenge everyone and everything in Valhalla!
  • Orion - Never speaking of his past this mysterious warrior wields Spear and rocket Lance.

New in Brawlhalla 3.23 (Jun 30, 2018)

  • Map - Grumpy Temple:
  • Revamped art and a brand new soundtrack!
  • Battle to please the Grumpy Gods!
  • Brawl of the Week - Brawlball Bash:
  • This week’s Brawl of the Week is Brawlball, where you and your team try to snag the ball and juke or pass past your opponents, so you can hold it in their goal to score!
  • Queue alone or with friends!
  • 3v3 Brawlball
  • First team to score 3 wins!
  • Mallhalla:
  • Goldforged color scheme now available under the ranked tab and can be purchased with Glory.
  • New Elemental Chest!
  • Three exclusives skins in this limited-time chest: Stormlord Ada, Inferno Ragnir, and Dust Devil Cassidy.
  • We also have new sale items, come check them out!
  • Controller:
  • Fixed an issue with Switch Controller Pro Controller for Mac.
  • PS4 & Steam: The "Pick Up with Quick Attack" option for controllers has been moved into the controls screen.
  • Steam: Players using the same type of controller are now able to have different custom bindings.
  • When customizing controller controls, there is now a new "Apply & Save" button next to the "Apply" button.
  • "Apply" will now only bind the custom controls to the current controller and will no longer save them or override the controls for any other controllers.
  • "Save & Apply" will do the same as "Apply" but will also save those bindings as the default scheme for that controller (but will *not* override the controls for other players).
  • New Ranked Season:
  • Season 9 – Rewards and Soft Elo reset!
  • If you’re new to Seasons, here’s some information you should know. You’re going to have a soft elo reset, and you’ll also receive Glory, the currency you receive for playing ranked. You can use it in the Ranked section of Mallhalla to get special colors and weapon skins to show your dedication to your favorite Legend. We hope you enjoy your rewards and enjoy the New Season!Note: Current Seasons for each platform are Season 9 (PC) and Season 4 (PS4).
  • Soft Elo Reset Formula:
  • Soft Elo Reset is based on your current elo at the end of the season.
  • 1v1 and 2v2 Personal Rating:
  • Under 1400: New Elo = Old Elo
  • Over 1400: New Elo = 1400 + (Old Elo – 1400) / (3 – (3000 – Old Elo) / 800)
  • 2v2 Team and Legend Rating:
  • 2v2 Team & Legend Ratings have been brought closer to 750.
  • Under 2000: Elo = (Elo + 375) / 1.5
  • Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
  • Glory Earnings Calculation:
  • Glory earned is based on a combination of your Highest Peak Rating (highest 1v1, 2v2, team, or Legend rating/elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory. You gain 20 Glory per win up to 150 wins, which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less. Note: There is a minimum requirement of 10 games played to be eligible for Glory based on your rating. You can also use: http://www.brawlhalla.com/glory-calculator/ for a convenient estimate of what your Elo and Glory gained after reset will be.
  • Ranked Borders from Season 8 (PC) and Season 3 (PS4):
  • If you placed in gold or better in your best rating, you are given a ranked border that people will see in the match preview screen. There are ranked borders for gold, platinum, and diamond tiers. These will last for one season and will be updated again after the new season comes to a close.Your border from any previous season does not carry over or have any impact on your current border reward.
  • Ranked Avatars from Season 8 (PC) and Season 3 (PS4):
  • Ranked Avatars include prestigious versions for those who’ve placed in high ranks during previous seasons. For example, if you placed in Platinum last season and Gold this season you’ll receive the upgraded versions of the Competitor’s Badge and Gold Emblem. You will still have your original Platinum Emblem avatar from previous seasons.You must play a minimum of 10 games to receive ranked avatars / borders at ANY rank.
  • Competitor’s Badge: Awarded to anyone who plays 10 Ranked Games or more.
  • Gold Emblem: Awarded to players who finish at Gold or above.
  • Platinum Emblem: Awarded to players who finish at Platinum or above.
  • Diamond Emblem: Awarded to players who finish at Diamond.
  • Upgraded versions of Ranked Avatars are awarded to those who have earned the same Avatar in any previous seasons.
  • 5th & 6th Tier Ranked Avatar Upgrade Information For players who have reached the 5th Tier of an avatar by reaching a certain rank or higher for five total seasons: the 5th Tier of that avatar will stay in your inventory permanently! Congratulations on your achievements! The 6th Tier Avatar, for those who have reached a certain rank or higher for six total seasons, will take on a brand new look! These avatars will grow more and more prestigious with each subsequent seasonal repeat up to Tier 10, at which point the Tier 10 avatar will remain in your inventory permanently. In short, every 5 Tiers of avatars, you’ll keep the most awesome, most decked out version permanently, and then start work on a new version for subsequent tiers for 6-10, 11-15, and so on.
  • New Ranked Color Scheme - Goldforged:
  • Beyond glory there is immortality! A new ranked color scheme has arrived! Goldforged color scheme is only purchasable with Glory and requires the Skyforged color scheme of that same Legend to have already been purchased.
  • Legend Rotation:
  • This week’s Legend rotation includes: Hattori, Yumiko, Wu Shang, Nix, Ragnir and Jiro.
  • Hattori - A gifted ninja with unparalleled skill with the Sword and Spear has discovered Valhalla. Will she find any worthy challengers there?
  • Yumiko - Holding the appearance of a blind seamstress, this centuries old fox spirit has been brought into battle wielding her Magical Hammer and Bow!
  • Wu Shang - Using the way of peace, discipline and martial arts, he takes down his foes with Spear and Gauntlets!
  • Nix - Led by a thousand year hunt, this reaper, armed with both Blasters and Scythe, has found herself new bounty in Valhalla.
  • Ragnir - This apex predator, whose home is in the Fangwild, now ventures outward using his Katars and Axe to take on the rest of the Legends in Valhalla!
  • Jiro - Trained as a child by a powerful and secret shinobi family, Jiro comes into the arena with not only Scythe and Sword but shadow clones as well!
  • Bug Fixes:
  • Fixed an extremely rare bug, where a player could appear as the Random silhouette in practice mode while waiting for matchmaking.

New in Brawlhalla 3.22 (Jun 11, 2018)

  • New Legend - Lin Fei!:
  • Lin Fei “The Teacher”:
  • Weapons: Katars, Cannon
  • Stats: 3 Strength, 8 Dex, 4 Armor, 7 Speed
  • Lin Fei enters Brawlhalla with 3 additional skins:
  • Xianxia Lin Fei - “Assault of the Jade Mask.”
  • Daomadan Lin Fei - “Voice of the ages shakes the pillars.”
  • Zhulong Lin Fei - “Dragon wakes the mountain.”
  • BotW - Betrayal!:
  • This weeks BotW is “Betrayal!”. Queue up against 2 other Players in a 3 minute FFA game. Score 2 points for KOing an enemy, lose 1 point for being KO'd. Can you survive the ever shifting alliances and score the most points at the end to win?
  • 3 Player FFA!
  • Most points at the end wins!
  • Controller:
  • Added support for Nintendo Switch Pro Controller for MAC.
  • Added Windows support for Mad Catz Street Fighter V Arcade FightStick TES+
  • Animation:
  • Made several small tweaks to Katar animations to reduce the amount of clipping that happens on certain skins.
  • Legend Rotation:
  • This week’s Legend Rotation includes: Isaiah, Mirage, Ulgrim, Diana, Val and Bödvar.
  • Isaiah - Major Isaiah Marshall, OEL’s special forces commander is at your service. He utilizes Cannon and Blasters with the help of his drone, equipped with a cloaking device and rockets at its disposal!
  • Mirage - An occultist, martial artist, and spy, this agent uses the powers of magic and time-travel along with her Scythe and Spear to take down her foes.
  • Ulgrim - The legendary blacksmith forges his way into battle with Rocket Lance and Axe!
  • Diana - Commander of the Order’s hunters, she uses her Bow and Blasters to slay countless beasts and monsters.
  • Val - An android assassin with terrifying strength and quicker-than-light cognition, Val is a force to be reckoned with when utilizing her Sword and Gauntlets.
  • Bödvar - He is the Protector of the North and dreams of endless battle. Bödvar has broken down the doors to Valhalla himself and is ready to take down his foes with Sword and Hammer!
  • Bugs:
  • Jiro Neutral Sword: Fixed a case where the target could be dropped before the final hit. (Credit: Ninjie)
  • Spear Down Light: Fixed a case where the target could be dropped before the final hit. (Credit: Stephanafro)

New in Brawlhalla 3.20 (May 5, 2018)

  • Welcome to patch 3.20! We are excited to announce two new Fangwild maps! Look dapper with the exclusive skins in the Royal Order Chest. The On-hit cooldown experimental test feature has graduated. Brawl of the Week is Team Strikeout, so grab a friend or queue alone from some team multi-Legend action! We also have bug fixes, balance changes, and updates to the power rankings!
  • Brawl of the Week - Team Strikeout:
  • You and your teammate pick your best three Legends and face off against an enemy team. 3 stocks for each player; run through your list of Legends as you lose stocks. K.O. all Legends on the enemy team to win!
  • 2v2 Strikeout!
  • 3 Stocks!
  • Last team standing wins!
  • Queue alone or with a friend!
  • Mallhalla:
  • Pinkies up! The Royal Order Chest has now made its grand debut in Valhalla! This new chest contains three exclusive skins, including Isaiah's first exclusive chest skin!
  • The Malhalla now has the Royal Order Chest!
  • This chest contains 3 exclusive skins: Madame Yumiko, Admiral Isaiah, and Gentleman Wu Shang.
  • Isaiah's first exclusive chest skin!
  • Game Lobby:
  • Due to popular demand, we have changed the default game mode in both couch and custom online game lobbies.
  • The default mode for both Couch and Custom Online games is now Stock instead of Timed.
  • Animation:
  • Tweaked animation on Axe's Neutral and Down Air attacks to match hitboxes better.
  • Legend Rotation:
  • This weeks Legend rotation includes: Ragnir, Diana, Val, Mirage, Isaiah, and Scarlet.
  • Ragnir - this apex predator whose home is in the Fangwild now ventures outward using his Katars and Axe to take on the rest of the Legends in Valhalla!
  • Diana - Commander of the Order's hunters, she uses her Bow and Blasters to slay countless beasts and monsters.
  • Val - Is an android assassin with terrifying strength and quicker-than-light cognition. She is a force to be reckoned with when utilizing her Sword and Gauntlets.
  • Mirage - An occultist, martial artist and spy, this agent uses the powers of magic and time-travel along with her Scythe and Spear to take down her foes.
  • Isaiah - Major Isaiah Marshall, OEL's special forces commander is at your service utilizes Cannon and Blasters with help of his drone that has a cloaking device and rockets at his disposal!
  • Scarlet - A former female boxing champion of England and head of the Royal Airship Navy this Legend uses her ingenuity and steam power to build her own Rocket Lance and Grappling Hammer to take into battle.
  • Bugs:
  • Bug fix - Fixed an issue that could cause a hit player to bounce on a soft platform during a power if the hit player was performing an aerial attack when they were hit
  • Hammer Neutral Light: Fixed a bug that was preventing Dexterity from properly applying to recover time on miss. (Credit: Dobrein)
  • Blasters Neutral Light: Fixed a bug that was preventing Dexterity from properly applying to recover time on miss. (Credit: Dobrein)
  • Queen Nai Neutral Katars: Fixed a case where the target could be dropped before the final hit.
  • Xull Down Cannon: Fixed a case that could prevent correct impulses from being applied during a Gravity Cancel.
  • Fixed a visual bug where some powers using projectile tech would go to the wrong animation frame after a rollback.
  • Fixed bug causing display issues on scythe weapon icons.
  • Balance Changes:
  • We have a wide spectrum of balance changes for you this week, including the graduation of the Reduced Attack Cooldown on Hit feature! Players will find continued adjustments for fine tuning Signature power and how it correlates to the Legend Strength stat, as well as general balance for several key weapon kits. Numerous interactions have been cleaned up for the Scythe with particular attention to its maximum range of attack, and we have also shuffled power around within the Bow kit for stronger pressure and rewards from grounded play. Several adjustments have also been made to emphasize armed combat, including decreased separation caused by clashing attacks, bringing elements of unarmed combat in line with weapon-based options, and slightly reining in the reward on thrown weapon strikes.
  • Clashes:
  • The Variable Force for clashing attacks has been significantly reduced, to provide a better flow of combat with less separation between fighters. This also serves to aid in challenging opponent's attacks, as scoring a hit yourself can help you survive a bit longer during a close fight.
  • Light Attack Clash: Decreased Force from 60 Fixed/20 Variable to 60 Fixed/10 Variable.
  • Heavy Attack Clash: Decreased Force from 80 Fixed/50 Variable to 80 Fixed/35 Variable.
  • Unarmed:
  • The unarmed kit continues to receive adjustments aimed at bringing it to a more cohesive baseline compared to the other movesets, with attention and emphasis on favoring players who have managed to secure a weapon. Power has been shifted within the kit, trading some force and damage for increased ease of use on the Side Heavy and enhancing the kit's most under-utilized power.
  • Unarmed Side Light: Changed Force from 75~60 Fixed/32~27 Variable to 80~70 Fixed/20~16 Variable.
  • Unarmed Neutral Air: Decreased Damage from 17 to 15.
  • Unarmed Side Heavy: Decreased Minimum Charge time from 13 to 11; Increased Damage from 16 to 18.
  • Scythe:
  • The Scythe has received a great deal of cleanup to the edges of its attacks, shuffling the coverage for clearer interactions and improved ability to counter Scythe users through proper spacing. The Side Light has also received a shift from recover time to startup for a more fluid feel during the neutral game.
  • Scythe Side Light: Increased Time to Hit from 7 to 8; Decreased Recover time on miss from 1 Fixed/12 Variable to 0 Fixed/12 Variable.
  • Scythe Down Light: Rehitboxed to better match the animation, resulting in slightly less vertical coverage.
  • Scythe Neutral Air: Rehitboxed to better match the animation, resulting in slightly less coverage at the diagonal extremes.
  • Scythe Down Air: Rehitboxed to better match animation, resulting in slightly less coverage at max range but slightly more coverage near the user.
  • Scythe Side Air: Rehitboxed to better match the animation, resulting in slightly less coverage near the user but slightly more horizontal coverage at max range.
  • Bow:
  • The Bow's air game has shuffled some of its power into the grounded option of the Down Light, affording greater pressure and reward through the use of this approaching attack. The increase in stun for landing a Down Light can now lead into a variety of combos for more player choice, and the possible followups have been adjusted according to this new potential. Especially when used in conjunction with a dash, the Bow can now command a great deal of respect with stage control.
  • Bow Down Light: Increased Stun from 16 to 23; Decreased Damage from 14 to 10; Decreased Recover time on miss from 4 Fixed/22 Variable to 3 Fixed/22 Variable.
  • Bow Neutral Air: Decreased Force from 84 Fixed/34 Variable to 65 Fixed/30 Variable.
  • Bow Side Air: Decreased Force from 68 Fixed/34 Variable to 60 Fixed/30 Variable.
  • Bow Ground Pound: Decreased Time to Hit from 15 to 14; Decreased Force from 76 Fixed/43 Variable to 68 Fixed/42 Variable.
  • Signatures:
  • As we continue to adjust Signatures to correlate more closely with Legend Strength stats, this week carries the next round of updates focused on force and knockout thresholds. Several attacks of high Strength Legends have been enhanced, while overly generous low Strength Legends have had their power curtailed to match.
  • Caspian Down Gauntlets: Increased Force from 70 Fixed/50 Variable to 70 Fixed/52 Variable.
  • Teros Neutral Axe: Increased Force for the ground collision from 65 Fixed/50 Variable to 65 Fixed/55 Variable.
  • Xull Side Cannon: Increased Force from 69 Fixed/54 Variable to 69 Fixed/56 Variable.
  • Xull Down Cannon: Increased Force from 60 Fixed/50 Variable to 60 Fixed/53 Variable.
  • Orion Side Spear: Decreased Force from 50 Fixed/62 Variable to 50 Fixed/57 Variable.
  • Vraxx Side Lance: Decreased Force from 65 Fixed/53 Variable to 65 Fixed/50 Variable.
  • Wu Shang Side Spear: Decreased Force from 71 Fixed/56 Variable to 67 Fixed/52 Variable.
  • Weapon Throws:
  • Thrown weapons now do mildly less stun, to put a greater emphasis on armed combat, as the unarmed kit paired with weapon throwing could prove to be too strong. This decrease in stun affords a player the potential for either an easier escape from an opponent who is overly reliant on using weapons as projectiles, or a more meaningful window with which to challenge the followup of a poorly spaced weapon throw.
  • Thrown Weapons: Decreased base Stun of thrown weapons from 21 to 17. This change is only for weapons; Gadgets maintain their normal values.
  • Graduated Test Features:
  • Cooldown reduction on-hit has been graduated to live!
  • Same Attack Cooldowns are in place to provide avenues of counterplay and approach against a defensive opponent, however these same cooldowns can hinder followup attempts. When landing a hit on an opponent, oftentimes one of the most desirable followups is the same attack that was just successfully used, due to the nature of directional attacks generally sending the opponent in that very same direction. This new feature allows for greater reward on landing an attack, providing a reduction to the cooldown value so you can more quickly attempt a followup and pursue the opponent. The list below details the changes from the previous cooldown value, or previous cooldown on-hit value where applicable, to the new reduced on-hit value.
  • Unarmed Neutral Light: Cooldown on hit decreased from 16 to 11.
  • Unarmed Side Light: Cooldown on hit decreased from 10 to 9.
  • Unarmed Side Air: Cooldown on hit decreased from 12 to 9.
  • Unarmed Recovery: Cooldown on hit decreased from 12 to 9.
  • Unarmed Ground Pound: Cooldown on hit decreased from 19 to 11.
  • Sword Neutral Light: Cooldown on hit decreased from 16 to 11.
  • Sword Side Light: Cooldown on hit decreased from 17 to 15.
  • Sword Down Light: Cooldown on hit decreased from 16 to 11.
  • Sword Neutral Air: Cooldown on hit decreased from 19 to 11.
  • Sword Side Air: Cooldown on hit decreased from 18 to 12.
  • Sword Down Air: Cooldown on hit decreased from 12 to 9.
  • Sword Recovery: Cooldown on hit decreased from 10 to 9.
  • Sword Ground Pound: Cooldown on hit decreased from 18 to 14.
  • Rocket Lance Neutral Light: Cooldown on hit decreased from 16 to 12.
  • Rocket Lance Side Light: Cooldown on hit decreased from 13 to 10.
  • Rocket Lance Down Light: Cooldown on hit decreased from 16 to 11.
  • Rocket Lance Side Air: Cooldown on hit decreased from 18 to 11.
  • Rocket Lance Down Air: Cooldown on hit decreased from 17 to 12.
  • Rocket Lance Recovery: Cooldown on hit decreased from 15 to 11.
  • Rocket Lance Ground Pound: Cooldown on hit decreased from 15 to 10.
  • Hammer Side Light: Cooldown on hit decreased from 11 to 9.
  • Hammer Down Light: Cooldown on hit decreased from 15 to 11.
  • Hammer Neutral Air: Cooldown on hit decreased from 15 to 9.
  • Hammer Side Air: Cooldown on hit decreased from 10 to 9.
  • Hammer Down Air: Cooldown on hit decreased from 10 to 9.
  • Hammer Recovery: Cooldown on hit decreased from 15 to 11.
  • Blasters Neutral Light: Cooldown on hit decreased from 10 to 9.
  • Blasters Side Light: Cooldown on hit decreased from 15 to 9.
  • Blasters Neutral Air: Cooldown on hit decreased from 12 to 9.
  • Blasters Side Air: Cooldown on hit decreased from 18 to 12.
  • Blasters Down Air: Cooldown on hit decreased from 16 to 11.
  • Blasters Recovery: Cooldown on hit decreased from 10 to 9.
  • Blasters Ground Pound: Cooldown on hit decreased from 15 to 11.
  • Spear Neutral Light: Cooldown on hit decreased from 11 to 10.
  • Spear Side Light: Cooldown on hit decreased from 10 to 9.
  • Spear Neutral Air: Cooldown on hit decreased from 12 to 9.
  • Spear Side Air: Cooldown on hit decreased from 11 to 9.
  • Spear Recovery: Cooldown on hit decreased from 11 to 9.
  • Spear Ground Pound: Cooldown on hit decreased from 12 to 9.
  • Katar Side Light: Cooldown on hit decreased from 14 to 10.
  • Katar Down Light: Cooldown on hit decreased from 22 to 10.
  • Katar Neutral Air: Cooldown on hit decreased from 11 to 9.
  • Katar Side Air: Cooldown on hit decreased from 12 to 10.
  • Katar Down Air: Cooldown on hit decreased from 13 to 10.
  • Katar Ground Pound: Cooldown on hit decreased from 22 to 12.
  • Axe Down Light: Cooldown on hit decreased from 10 to 9.
  • Axe Neutral Air: Cooldown on hit decreased from 15 to 9.
  • Axe Side Air: Cooldown on hit decreased from 15 to 9.
  • Axe Down Air: Cooldown on hit decreased from 15 to 9.
  • Axe Recovery: Cooldown on hit decreased from 13 to 9.
  • Bow Neutral Light: Cooldown on hit decreased from 25 to 12.
  • Bow Side Light: Cooldown on hit decreased from 29 to 14.
  • Bow Down Light: Cooldown on hit decreased from 19 to 12.
  • Bow Neutral Air: Cooldown on hit decreased from 15 to 13.
  • Bow Side Air: Cooldown on hit decreased from 16 to 12.
  • Bow Down Air: Cooldown on hit decreased from 25 to 13.
  • Bow Recovery: Cooldown on hit decreased from 16 to 11.
  • Bow Ground Pound: Cooldown on hit decreased from 14 to 10.
  • Gauntlets Down Light: Cooldown on hit decreased from 19 to 14.
  • Gauntlets Neutral Air: Cooldown on hit decreased from 19 to 12.
  • Gauntlets Side Air: Cooldown on hit decreased from 14 to 10.
  • Gauntlets Down Air: Cooldown on hit decreased from 13 to 10.
  • Gauntlets Recovery: Cooldown on hit decreased from 15 to 11.
  • Gauntlets Ground Pound: Cooldown on hit decreased from 16 to 14.
  • Scythe Neutral Light: Cooldown on hit decreased from 18 to 12.
  • Scythe Side Light: Cooldown on hit decreased from 17 to 13 for neutral version; Cooldown on hit decreased from 12 to 11 for the forward version.
  • Scythe Down Light: Cooldown on hit decreased from 13 to 12 for the neutral version; Cooldown on hit decreased from 13 to 9 for the forward version.
  • Scythe Side Air: Cooldown on hit decreased from 15 to 11.
  • Scythe Down Air: Cooldown on hit decreased from 11 to 9 for the reverse grounded version.
  • Scythe Recovery: Cooldown on hit decreased from 10 to 9.
  • Scythe Ground Pound: Cooldown on hit decreased from 12 to 9.
  • Cannon Neutral Light: Cooldown on hit decreased from 18 to 13.
  • Cannon Down Light: Cooldown on hit decreased from 16 to 12.
  • Cannon Neutral Air: Cooldown on hit decreased from 16 to 12.
  • Cannon Side Air: Cooldown on hit decreased from 20 to 15.
  • Cannon Down Air: Cooldown on hit decreased from 16 to 12.
  • Cannon Recovery: Cooldown on hit decreased from 12 to 10.
  • Cannon Ground Pound: Cooldown on hit decreased from 23 to 16.
  • Bodvar Neutral Hammer: Cooldown on hit decreased from 16 to 11.
  • Bodvar Side Hammer: Cooldown on hit decreased from 16 to 11.
  • Bodvar Down Hammer: Cooldown on hit decreased from 16 to 11.
  • Bodvar Neutral Sword: Cooldown on hit decreased from 25 to 16.
  • Bodvar Side Sword: Cooldown on hit decreased from 15 to 11.
  • Bodvar Down Sword: Cooldown on hit decreased from 16 to 11.
  • Cassidy Neutral Blasters: Cooldown on hit decreased from 13 to 10.
  • Cassidy Side Blasters: Cooldown on hit decreased from 19 to 13.
  • Cassidy Down Blasters: Cooldown on hit decreased from 21 to 14.
  • Cassidy Neutral Hammer: Cooldown on hit decreased from 15 to 11.
  • Cassidy Side Hammer: Cooldown on hit decreased from 17 to 12.
  • Cassidy Down Hammer: Cooldown on hit decreased from 25 to 16.
  • Orion Neutral Lance: Cooldown on hit decreased from 14 to 10.
  • Orion Side Lance: Cooldown on hit decreased from 21 to 14.
  • Orion Down Lance: Cooldown on hit decreased from 17 to 12.
  • Orion Neutral Spear: Cooldown on hit decreased from 16 to 11.
  • Orion Side Spear: Cooldown on hit decreased from 22 to 14.
  • Orion Down Spear: Cooldown on hit decreased from 18 to 12.
  • Lord Vraxx Neutral Lance: Cooldown on hit decreased from 17 to 12.
  • Lord Vraxx Side Lance: Cooldown on hit decreased from 19 to 13.
  • Lord Vraxx Down Lance: Cooldown on hit decreased from 15 to 11.
  • Lord Vraxx Neutral Blasters: Cooldown on hit decreased from 15 to 11.
  • Lord Vraxx Side Blasters: Cooldown on hit decreased from 17 to 12.
  • Lord Vraxx Down Blasters: Cooldown on hit decreased from 14 to 10.
  • Gnash Neutral Hammer: Cooldown on hit decreased from 21 to 14.
  • Gnash Side Hammer: Cooldown on hit decreased from 20 to 13.
  • Gnash Down Hammer: Cooldown on hit decreased from 21 to 14.
  • Gnash Neutral Spear: Cooldown on hit decreased from 14 to 10.
  • Gnash Side Spear: Cooldown on hit decreased from 18 to 12.
  • Gnash Down Spear: Cooldown on hit decreased from 17 to 12.
  • Queen Nai Neutral Spear: Cooldown on hit decreased from 15 to 11.
  • Queen Nai Side Spear: Cooldown on hit decreased from 22 to 14.
  • Queen Nai Down Spear: Cooldown on hit decreased from 21 to 14.
  • Queen Nai Neutral Katars: Cooldown on hit decreased from 18 to 12.
  • Queen Nai Side Katars: Cooldown on hit decreased from 17 to 12.
  • Queen Nai Down Katars: Cooldown on hit decreased from 20 to 13.
  • Hattori Neutral Sword: Cooldown on hit decreased from 18 to 12.
  • Hattori Side Sword: Cooldown on hit decreased from 14 to 10.
  • Hattori Down Sword: Cooldown on hit decreased from 18 to 12.
  • Hattori Neutral Spear: Cooldown on hit decreased from 16 to 11.
  • Hattori Side Spear: Cooldown on hit decreased from 18 to 12.
  • Hattori Down Spear: Cooldown on hit decreased from 19 to 13.
  • Sir Roland Neutral Lance: Cooldown on hit decreased from 18 to 12.
  • Sir Roland Side Lance: Cooldown on hit decreased from 19 to 13.
  • Sir Roland Down Lance: Cooldown on hit decreased from 17 to 12.
  • Sir Roland Neutral Sword: Cooldown on hit decreased from 15 to 11.
  • Sir Roland Side Sword: Cooldown on hit decreased from 17 to 12.
  • Sir Roland Down Sword: Cooldown on hit decreased from 15 to 11.
  • Scarlet Neutral Hammer: Cooldown on hit decreased from 19 to 13.
  • Scarlet Side Hammer: Cooldown on hit decreased from 14 to 10.
  • Scarlet Down Hammer: Cooldown on hit decreased from 14 to 10.
  • Scarlet Neutral Lance: Cooldown on hit decreased from 21 to 14.
  • Scarlet Side Lance: Cooldown on hit decreased from 21 to 14.
  • Scarlet Down Lance: Cooldown on hit decreased from 19 to 13.
  • Thatch Neutral Sword: Cooldown on hit decreased from 19 to 13.
  • Thatch Side Sword: Cooldown on hit decreased from 16 to 11.
  • Thatch Down Sword: Cooldown on hit decreased from 17 to 12.
  • Thatch Neutral Blasters: Cooldown on hit decreased from 18 to 12.
  • Thatch Side Blasters: Cooldown on hit decreased from 22 to 14.
  • Ada Side Blasters: Cooldown on hit decreased from 16 to 11.
  • Ada Down Blasters: Cooldown on hit decreased from 17 to 12.
  • Ada Neutral Spear: Cooldown on hit decreased from 16 to 11.
  • Ada Side Spear: Cooldown on hit decreased from 18 to 12.
  • Ada Down Spear: Cooldown on hit decreased from 14 to 10.
  • Sentinel Neutral Hammer: Cooldown on hit decreased from 17 to 12.
  • Sentinel Side Hammer: Cooldown on hit decreased from 19 to 13.
  • Sentinel Down Hammer: Cooldown on hit decreased from 20 to 13.
  • Sentinel Neutral Katars: Cooldown on hit decreased from 21 to 14.
  • Sentinel Side Katars: Cooldown on hit decreased from 15 to 11.
  • Sentinel Down Katars: Cooldown on hit decreased from 21 to 14.
  • Lucien Neutral Katars: Cooldown on hit decreased from 18 to 12.
  • Lucien Side Katars: Cooldown on hit decreased from 18 to 12.
  • Lucien Down Katars: Cooldown on hit decreased from 17 to 12.
  • Lucien Neutral Blasters: Cooldown on hit decreased from 16 to 11.
  • Lucien Side Blasters: Cooldown on hit decreased from 22 to 14.
  • Lucien Down Blasters: Cooldown on hit decreased from 21 to 14.
  • Teros Neutral Axe: Cooldown on hit decreased from 16 to 11.
  • Teros Side Axe: Cooldown on hit decreased from 14 to 10.
  • Teros Down Axe: Cooldown on hit decreased from 16 to 11.
  • Teros Neutral Hammer: Cooldown on hit decreased from 13 to 10.
  • Teros Side Hammer: Cooldown on hit decreased from 14 to 10.
  • Teros Down Hammer: Cooldown on hit decreased from 15 to 11.
  • Brynn Side Spear: Cooldown on hit decreased from 21 to 14.
  • Brynn Down Spear: Cooldown on hit decreased from 16 to 11.
  • Brynn Side Axe: Cooldown on hit decreased from 15 to 11.
  • Brynn Down Axe: Cooldown on hit decreased from 14 to 10.
  • Asuri Neutral Sword: Cooldown on hit decreased from 13 to 10.
  • Asuri Side Sword: Cooldown on hit decreased from 21 to 14.
  • Asuri Down Sword: Cooldown on hit decreased from 13 to 10.
  • Asuri Neutral Katars: Cooldown on hit decreased from 13 to 10.
  • Asuri Side Katars: Cooldown on hit decreased from 13 to 10.
  • Asuri Down Katars: Cooldown on hit decreased from 14 to 10.
  • Barraza Down Axe: Cooldown on hit decreased from 16 to 11.
  • Barraza Side Axe: Cooldown on hit decreased from 14 to 10.
  • Barraza Neutral Axe: Cooldown on hit decreased from 14 to 10.
  • Barraza Neutral Blasters: Cooldown on hit decreased from 16 to 11.
  • Barraza Down Blasters: Cooldown on hit decreased from 17 to 12.
  • Ulgrim Side Axe: Cooldown on hit decreased from 13 to 10.
  • Ulgrim Neutral Axe: Cooldown on hit decreased from 11 to 10.
  • Ulgrim Neutral Lance: Cooldown on hit decreased from 14 to 10.
  • Ulgrim Down Lance: Cooldown on hit decreased from 17 to 12.
  • Ulgrim Side Lance: Cooldown on hit decreased from 15 to 11.
  • Ember Neutral Bow: Cooldown on hit decreased from 18 to 12.
  • Ember Down Bow: Cooldown on hit decreased from 18 to 12.
  • Ember Neutral Katars: Cooldown on hit decreased from 21 to 14.
  • Ember Side Katars: Cooldown on hit decreased from 21 to 14.
  • Ember Down Katars: Cooldown on hit decreased from 17 to 12.
  • Azoth Neutral Axe: Cooldown on hit decreased from 16 to 11.
  • Azoth Side Axe: Cooldown on hit decreased from 14 to 10.
  • Azoth Down Axe: Cooldown on hit decreased from 16 to 11.
  • Azoth Neutral Bow: Cooldown on hit decreased from 22 to 14.
  • Azoth Side Bow: Cooldown on hit decreased from 16 to 11.
  • Azoth Down Bow: Cooldown on hit decreased from 18 to 12.
  • Koji Neutral Sword: Cooldown on hit decreased from 18 to 12.
  • Koji Side Sword: Cooldown on hit decreased from 14 to 10.
  • Koji Down Sword: Cooldown on hit decreased from 18 to 12.
  • Koji Neutral Bow: Cooldown on hit decreased from 22 to 14.
  • Koji Side Bow: Cooldown on hit decreased from 20 to 13.
  • Koji Down Bow: Cooldown on hit decreased from 18 to 12.
  • Diana Neutral Bow: Cooldown on hit decreased from 18 to 12.
  • Diana Side Bow: Cooldown on hit decreased from 20 to 13.
  • Diana Down Bow: Cooldown on hit decreased from 22 to 14.
  • Diana Neutral Blasters: Cooldown on hit decreased from 16 to 11.
  • Diana Side Blasters: Cooldown on hit decreased from 19 to 13.
  • Diana Down Blasters: Cooldown on hit decreased from 17 to 12.
  • Jhala Side Axe: Cooldown on hit decreased from 15 to 11.
  • Jhala Down Axe: Cooldown on hit decreased from 15 to 11.
  • Jhala Neutral Sword: Cooldown on hit decreased from 19 to 13.
  • Jhala Side Sword: Cooldown on hit decreased from 14 to 10.
  • Jhala Down Sword: Cooldown on hit decreased from 19 to 13.
  • Kor Neutral Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Kor Side Gauntlets: Cooldown on hit decreased from 11 to 10.
  • Kor Down Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Kor Neutral Hammer: Cooldown on hit decreased from 15 to 11.
  • Kor Side Hammer: Cooldown on hit decreased from 16 to 11.
  • Kor Down Hammer: Cooldown on hit decreased from 17 to 12.
  • Wu Shang Neutral Gauntlets: Cooldown on hit decreased from 16 to 11.
  • Wu Shang Side Gauntlets: Cooldown on hit decreased from 16 to 11.
  • Wu Shang Down Gauntlets: Cooldown on hit decreased from 22 to 14.
  • Wu Shang Neutral Spear: Cooldown on hit decreased from 18 to 12.
  • Wu Shang Side Spear: Cooldown on hit decreased from 13 to 10.
  • Wu Shang Down Spear: Cooldown on hit decreased from 17 to 12.
  • Val Neutral Sword: Cooldown on hit decreased from 18 to 12.
  • Val Side Sword: Cooldown on hit decreased from 14 to 10.
  • Val Down Sword: Cooldown on hit decreased from 18 to 12.
  • Val Neutral Gauntlets: Cooldown on hit decreased from 16 to 11.
  • Val Side Gauntlets: Cooldown on hit decreased from 16 to 11.
  • Val Down Gauntlets: Cooldown on hit decreased from 18 to 12.
  • Ragnir Down Katars: Cooldown on hit decreased from 12 to 10.
  • Ragnir Side Axe: Cooldown on hit decreased from 12 to 10.
  • Cross Neutral Blasters: Cooldown on hit decreased from 15 to 11.
  • Cross Neutral Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Cross Side Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Cross Down Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Mirage Neutral Scythe: Cooldown on hit decreased from 13 to 10.
  • Mirage Side Scythe: Cooldown on hit decreased from 12 to 10.
  • Mirage Down Scythe: Cooldown on hit decreased from 14 to 10.
  • Mirage Neutral Spear: Cooldown on hit decreased from 13 to 10.
  • Mirage Side Spear: Cooldown on hit decreased from 13 to 10.
  • Mirage Down Spear: Cooldown on hit decreased from 14 to 10.
  • Nix Side Scythe: Cooldown on hit decreased from 11 to 10.
  • Nix Neutral Blasters: Cooldown on hit decreased from 14 to 10.
  • Nix Down Blasters: Cooldown on hit decreased from 11 to 10.
  • Mordex Neutral Scythe: Cooldown on hit decreased from 12 to 10.
  • Mordex Down Scythe: Cooldown on hit decreased from 15 to 11.
  • Mordex Neutral Gauntlets: Cooldown on hit decreased from 17 to 12.
  • Mordex Side Gauntlets: Cooldown on hit decreased from 13 to 10.
  • Mordex Down Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Yumiko Neutral Bow: Cooldown on hit decreased from 19 to 13.
  • Yumiko Side Bow: Cooldown on hit decreased from 23 to 15.
  • Yumiko Neutral Hammer: Cooldown on hit decreased from 16 to 11.
  • Yumiko Side Hammer: Cooldown on hit decreased from 15 to 11.
  • Artemis Neutral Scythe: Cooldown on hit decreased from 18 to 12.
  • Artemis Side Lance: Cooldown on hit decreased from 18 to 12.
  • Caspian Side Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Caspian Down Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Caspian Neutral Katars: Cooldown on hit decreased from 20 to 13.
  • Caspian Side Katars: Cooldown on hit decreased from 18 to 11.
  • Sidra Side Cannon: Cooldown on hit decreased from 15 to 11.
  • Sidra Down Cannon: Cooldown on hit decreased from 18 to 12.
  • Sidra Neutral Sword: Cooldown on hit decreased from 17 to 12.
  • Sidra Side Sword: Cooldown on hit decreased from 17 to 12.
  • Sidra Down Sword: Cooldown on hit decreased from 21 to 14.
  • Xull Neutral Axe: Cooldown on hit decreased from 15 to 11.
  • Xull Side Axe: Cooldown on hit decreased from 21 to 14.
  • Xull Down Axe: Cooldown on hit decreased from 15 to 11.
  • Xull Neutral Cannon: Cooldown on hit decreased from 18 to 11.
  • Xull Side Cannon: Cooldown on hit decreased from 12 to 10.
  • Kaya Neutral Spear: Cooldown on hit decreased from 25 to 14.
  • Kaya Side Spear: Cooldown on hit decreased from 15 to 11.
  • Kaya Down Spear: Cooldown on hit decreased from 15 to 12.
  • Kaya Neutral Bow: Cooldown on hit decreased from 17 to 14.
  • Kaya Side Bow: Cooldown on hit decreased from 18 to 12.
  • Kaya Down Bow: Cooldown on hit decreased from 17 to 12.
  • Isaiah Neutral Blasters: Cooldown on hit decreased from 15 to 11.
  • Isaiah Side Blasters: Cooldown on hit decreased from 16 to 11.
  • Isaiah Down Blasters: Cooldown on hit decreased from 18 to 14.
  • Isaiah Side Cannon: Cooldown on hit decreased from 18 to 12.
  • Jiro Neutral Scythe: Cooldown on hit decreased from 22 to 14.
  • Jiro Side Scythe: Cooldown on hit decreased from 17 to 13.
  • Jiro Down Scythe: Cooldown on hit decreased from 22 to 14.
  • Jiro Neutral Sword: Cooldown on hit decreased from 22 to 14.
  • Jiro Side Sword: Cooldown on hit decreased from 20 to 14.
  • Jiro Down Sword: Cooldown on hit decreased from 22 to 14.

New in Brawlhalla 3.18 (Apr 16, 2018)

  • Welcome to patch 3.18! Welcome “Apocalypse Mirage” a new epic and animated Skin for Mirage found in Mallhalla. This Skin also comes with a very special exclusive Taunt called “Soul Crush”. This Taunt can only be obtained by purchasing this Epic Skin, and can be used by any Legend! Hold your opponent's soul in the palm of your hand, and then crush it. We also added a new tournament hub! Here you can find information on both official and community tournaments including links both to register and spectate on stream. We made some balance changes, adjustments to maps as well as some bug and animation fixes. If you haven’t yet, now is the time to purchase Isaiah as his price has been lowered!
  • Mallhalla
  • We have released a new Epic Skin that comes with a Taunt to match! Welcome "Apocalypse Mirage"! Also we released new skins for both Koji and Caspian and relaunched the Dragon Chest as well! If you have been waiting to purchase Isaiah, now is the time! His price is now only 5400 Gold.
  • Dragon Chest unearthed! Now’s your chance to obtain any of it’s three exclusive skins: Elven Ranger Diana, Lord Sentinel and Dragonslayer Val. It also includes many other wonderful skins!
  • Isaiah can now be unlocked for 5400 Gold!
  • Harlequin Caspian - “They say his blades are even sharper than his tongue.”
  • Street Samurai Koji - “There’s honor even on the streets.”
  • Apocalypse Mirage - “Alight with the dancing flames of souls, Mirage and her fearsome weapons harvest one opponent after another. Bonus: Animated weapons and comes with an exclusive taunt that can be used with any Legend!”
  • Brawl of the Week - Ghost Brawl!
  • Ghost Brawl is back! Quickly go invisible when you don’t use any powers in this tense game mode. Stay invisible too long, or use any power (including dodge) and you’re visible once more! (Pro Tip: Dust clouds from jumps and dashes are still visible even when an opponent is not!)
  • 1v1
  • 3 Stocks
  • 200% Damage
  • 8 Minute Timer
  • We added a new esports hub. This hub includes upcoming Official and Community tournaments and also Power Rankings! Check it out in the esports tile to see what's there! We also have added a visual indicator in the replay preview showing what place each player in that match got.
  • Official tournament information and links to their registration and streams
  • Community tournament information and links to their registration and streams
  • Power Rankings of the top placing tournament players.
  • The replay preview screen will now show what place each player got if the replay contains a complete game.
  • Maps
  • Adjusted the camera bounds and kill lines of Small Thundergard Stadium so that the distance from the main platform to the left and right kill lines is now about halfway between what it is for Shipwreck Falls and Small Brawlhaven. The bottom bounds of the camera and the bottom kill line have also been brought closer in.
  • Balance Changes
  • This week’s round of balance updates contain a focus on improving counterplay options for several over-performing powers, and shifting reward into attacks that serve more specific uses. These counterplay options stem from slightly less coverage on key attacks, opening more paths for users to engage, or in opening interaction windows to allow more appropriately timed counterattacks.
  • Unarmed
  • In an effort to bring a greater focus to armed combat and the benefits of acquiring a weapon, we have reined in a couple of the Unarmed kit’s most commonly used attacks that were over-performing their armed counterparts. Users will find slightly larger windows in which to continue attacking unarmed opponents with the speed of the Neutral Air being toned down slightly, as well as maintaining a higher rate of building damage with the reduction to the Side Air’s reward.
  • Unarmed Neutral Air: Increased Time to Hit from 6 to 7; Updated hitboxing to better match the animation resulting in less coverage toward the rear of the attack.
  • Unarmed Side Air: Decreased Damage from 20 to 16.
  • Hammer
  • The Hammer’s rotation between attacks could happen too quickly for its potential reward for its Side Air, and the Down Light which can be used to set up the combo. We have increased the risk for missing these attacks and reduced their rewards to bring them in line. We have also slightly opened up windows of interaction following a successful Side Light by altering the stun scaling for consistent values on hit.
  • Hammer Side Light: Decreased Stun from 24 to a range of 23~15.
  • Hammer Down Light: Increased Recover time on miss from 1 Fixed/20 Variable to 2 Fixed/20 Variable; Updated hitboxing to better match the animation, resulting in slightly decreased maximum range during the later portion of the attack and slightly less coverage near the user during the early portion of the attack.
  • Hammer Side Air: Increased Recover time on miss from 5 Fixed/19 Variable to 5 Fixed/21 Variable; Changed Force at the beginning of the swing from 55 Fixed/48 Variable to 60 Fixed/45 Variable.
  • Blasters
  • We have opened up several options against the Blasters, focusing on creating more consistent paths for players to seek on their way into close-range. The Ground Pound’s horizontal edges have been slightly trimmed, affording players a more proper route to the sides of this downward attack. In a similar vein, we have traded some of the Down Light’s stacked coverage for a slightly higher reward, as it now requires more precise facing and positioning when opponents are nearby.
  • Blasters Down Light: Increased Damage from 14 to 15; Updated hitboxing of the first shot to better match the animation, resulting in slightly less coverage near the user.
  • Blasters Ground Pound: Updated hitboxing to better match the animation, resulting in slightly less horizontal coverage during the blast, and slightly less coverage near the rear of the user.
  • Spear
  • The Spear has had some power shifted from its versatile aerial options into the more focused ground options; the Side Light and Down Light. Users will find greater consistency of followups for longer health ranges when landing a Side Light, as well as an increase in Damage for all of their combos involving the Down Light. These enhancements come at the price of less Damage on the quick Down Air, and less overall coverage on the Neutral Air to allow players more options contest this attack.
  • Spear Side Light: Decreased Force from 50 Fixed/10 Variable to 50 Fixed/7 Variable.
  • Spear Down Light: Increased Damage from 14 to 15.
  • Spear Neutral Air: Updating hitboxing to better match the animation, resulting in slightly decreased maximum range.
  • Spear Down Air: Decreased Damage from 15 to 13.
  • Katars
  • While excellent off-stage, the Katars have been primarily focused on knocking out opponents in the downward direction, and severely lacking in horizontal and upward knockout potential. We have increased the Force of the Recovery attack to provide a minor boost in KO option variety.
  • Katars Recovery: Increased Force from 72 Fixed/46 Variable to 72 Fixed/48 Variable.
  • Axe
  • Similar to the Spear, we have shifted some power from the Axe’s aerial kit into its grounded options. Players will find a more responsive Neutral Light, as well as a more reward on its primary anti-air, the Down Light. The powerful Down Air has received a moderate decrease in Force, keeping its utility but slightly raising the amount of Damage required for a KO near the wall. The Axe’s other powerful air option, the Side Air, maintains its use on accurate attacks, but now has less vertical coverage on the end of the swing to allow players to contest this attack more reliably from above.
  • Axe Neutral Light: Decreased Time to Hit from 9 to 8.
  • Axe Down Light: Increased Damage from 14 to 15.
  • Axe Side Air: Updating hitboxing to better match the animation, resulting in slightly less vertical coverage on the later portion of the attack.
  • Axe Down Air: Decreased Force from 60 FIxed/38 Variable to 60 Fixed/35 Variable.
  • Gauntlets
  • The rewards on Gauntlets Neutral Light and Ground Pound have been brought in line to better fit their utility. The quick Neutral Light now does slightly less Damage, slowing the overall Damage build, especially during tense scramble situations. The Ground Pound will have slightly less coverage when colliding with the ground, and KO’s a bit later with its minor reduction in Force. Gauntlets users maintain the potential for great reward on the Down Light, but it now carries slightly greater risk and has greater opportunity for players to contest its range on the ground.
  • Gauntlets Neutral Light: Decreased Damage from 15 to 13.
  • Gauntlets Down Light: Increased Recover time on miss from 1 Fixed/16 Variable to 3 Fixed/16 Variable; Updated hitboxing to better match the animation, resulting in slightly less coverage at maximum range.
  • Gauntlets Ground Pound: Decreased Force from 43 Fixed/44 Variable to 43 Fixed/42 Variable; Slightly reduced horizontal coverage on ground collision.
  • Cannon
  • Following the recent improvements to the Cannon’s kit, we are shifting some power from post-hit interactions on forward moving attacks to bring potential dodge punish strings in line with more reasonable windows at key points. This power has been shifted into the Neutral Air, which finds a moderate increase in Damage for greater reward as an anti-air and late-game combo ender.
  • Cannon Side Light: Decreased Stun from a range of 28~23 to a range of 27~22.
  • Cannon Neutral Air: Increased Damage from 14 to 16.
  • Cannon Side Air: Decreased Stun from 15 to 13.
  • Signatures
  • This week carries a wave of changes to Signature Force and knockout timing focused on bringing them closer in line with their respective Legends’ Strength values. Several low-Strength Legends have had their most powerful KO options pulled in slightly, while numerous high-Strength Legends have received improvements to their Force, angle of knockback, or even utility enhancements on underused attacks. We will be continuing to re-evaluate other low and high-Strength Legends’ Signatures in upcoming patches.
  • Hattori Neutral Spear: Decreased Force from 65~35 Fixed/65 Variable to 65~35 Fixed/57 variable.
  • Val Side Gauntlets: Decreased Force from 78 Fixed/54 Variable to 78 Fixed/51 Variable.
  • Teros Side Axe: Increased Force from 60 Fixed/63 Variable to 66 Fixed/64 Variable.
  • Thatch Neutral Blasters: Increased Force from 65 Fixed/47 Variable to 65 Fixed/52 Variable.
  • Thatch Neutral Sword: Slightly raised angle of knockback to be more vertical.
  • Jhala Neutral Axe: Increased Force from 50 Fixed/52 Variable to 58 Fixed/55 Variable.
  • Jhala Side Axe: Increased Force from 65 Fixed/56 Variable to 65 Fixed/58 Variable.
  • Jhala Down Axe: Increased momentum inherited from movement, such as dash.
  • Isaiah Down Blasters: Increased Recover time from 15 to 17.
  • Animation
  • Circuit Breaker Hammer skin and Spark of Madness Rocket Lance skin now animate when thrown.
  • New countdown animation.
  • Legend Rotation
  • This weeks Legend rotation includes Sidra, Mordex Kaya, Ragnir, Cassidy and Lord Vraxx.
  • Sidra - armed with Sword and Cannon the Corsair Queen is known for her legendary and fearless raids and is prepared to fight!
  • Lord Vraxx - a feared warlord dominates his opponents with Rocket Lance and Blasters!
  • Kaya - using her Bow, Spear and spirit animals she is ready to try her luck in the Grand Tournament!
  • Mordex - wielding Gauntlets and Scythe this lycanthrope steps into battle!
  • Cassidy - the Marshal of the Old West is ready instill justice into Valhalla with both Hammer and Blasters!
  • Ragnir - this apex predator uses Katars and Axe to take on the rest of the Legends in Valhalla!
  • Bugs
  • Sword Side Air: Fixed a bug that could extend the second swing on hit by one frame.
  • Fixed the collisions on Ceiling so that it's no longer possible to get on top of the map
  • Fixed a bug that was could cause the camera to jitter on certain maps when the platforms were moving. This was especially apparent on the Test Map Cave.
  • Sidra Down Sword: Fixed a bug that could cancel landing recover during later frames of the aerial version.

New in Brawlhalla 3.09 (Jan 18, 2018)

  • Two Worlds Collide - Meet Ranno from Rivals of Aether:
  • Ranno, The Poisonous Pacifist from Rivals of Aether, enters Brawlhalla!
  • Ranno appears as a Wu Shang crossover skin collaboration between Brawlhalla and the awesome devs at Rivals of Aether.
  • Ragnir has entered Rivals of Aether as a Maypul crossover skin!
  • Details on this unexpected, unprecedented, and unrivaled collaboration can be seen in the crossover trailer on YouTube.
  • Mallhalla:
  • New Doodle Avatars for each Legend available!
  • Every Legend is represented in this set!
  • Random is also represented in this awesome set of avatar goodness for those of you who just want to play the entire roster.
  • Brawl of The Week - Dodgebomb:
  • Dodge the bombs. If you can.
  • 4 Player FFA.
  • Highest score wins!
  • Art & Animation:
  • Eliminated minor artifacts in the level art for Twilight Grove and Big Twilight Grove.
  • Added an aerial recover animation on miss for Kaya’s Side Spear.
  • PS4 Performance:
  • Slightly improved load times.
  • Reduced overall memory footprint.
  • Fixed memory leaks.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Artemis, Cross, Jhala, Orion, Sentinel, and Yumiko.
  • Bug Fixes:
  • Fixed a bug where a promotional tile was incorrectly showing on the PS4 client.
  • Fixed a bug preventing Kaya Side Bow from landing properly when hopping over a corner

New in Brawlhalla 3.08 (Jan 10, 2018)

  • New Legend - Kaya:
  • Kaya has entered Brawlhalla!
  • Weapons: Bow and Spear
  • Stats: 4 Strength, 4 Dexterity, 7 Armor, 7 Speed.
  • Kaya Launch Skins:
  • Huntress Kaya - “Can track a snowshoe rabbit through a blizzard.”
  • Aurora Kaya - “Setting the sky ablaze in the spirit world.”
  • Snow Stalker Kaya - “Gliding over the frozen terrain on the prowl.”
  • Mallhalla - The Sunken Chest Recovered:
  • Recently retrieved from the the depths of the sea off the sunken shores of Atlantis, the Sunken Chest enters Mallhalla with a treasure trove of skins and three chest exclusive skins to obtain
  • Atlantean Ada
  • Dreadnought Lucien
  • Dark Depths Ragnir
  • Brawl of the Week - Brawlball:
  • 3v3 Brawlball
  • Queue up solo or with a team!
  • Performance Improvements:
  • We’ve overhauled the way Brawlhalla handles much of the art in the user interface. The goal of these changes are to reduce install size, patch file size, and to provide an overall increase in performance. Below are a list of many of the assets affected by this change.
  • UI Background
  • Play, Ranked, Custom, and Offline play options.
  • Brawl of the Week image
  • Main Menu Tiles
  • News Page and Esports Page
  • Store banners
  • We are making continued improvements to map file size and performance, starting with a rework of the platform art and some midground elements.
  • Improved performance and reduced file size for platform art on all maps.
  • Improved quality of Shipwreck Falls -noskulls map art and optimized file size.
  • We’ve also optimized the way animation data is handled on the PC client. This change should increase performance and lower the overall memory usage of the game.
  • PC - Added animation data optimizations to increase performance and lower memory footprint.
  • Art & Animation:
  • Improved animation so that Legend’s heads better line up with the Valkyrie Horn gadget during its Sidekick summon animation.
  • Balance:
  • The first balance pass of 2018 is here, and with it we’re adjusting unarmed, a number of weapon kits, and a few signatures that needed a bit of attention. We work actively with our players in The Forge to work on balance, and if you’d like to be a part of the discussion you can join The Forge Discord here[discord.gg].
  • Unarmed:
  • Unarmed’s Neutral Light has received a bit more recovery time to balance out its fast startup. Down Air and Recovery have had their hitboxes adjusted for better visual consistency.
  • Unarmed Neutral Light: Increased Recover time on miss from 0 Fixed/9 Variable to 2 Fixed/9 Variable.
  • Unarmed Down Air: Reduced stacked threat near the rear of the user.
  • Unarmed Recovery: Area of threat for the later portion of this attack is now focused near the top; the beginning of the attack still maintains its previous area of threat.
  • Sword:
  • The Sword’s Down Light has received a slightly different form of setup, for more consistent routes into lower height strings and combos. The Down Air has received increased stun to go along with this shift, allowing more variety in combo choice and possible string routes.
  • Sword Down Light: Decreased vertical knockback.
  • Sword Down Air: Increased Stun from 15 to 17.
  • Hammer:
  • We have increased some of the base damage and force on commonly used attacks to afford the user slightly quicker damage build and greater threat on its closer ranged options. While still having weaker combo and string options at stacked range, this slightly closes the gap to help the Hammer feel like a hard-hitting threat.
  • Hammer Down Light: Increased Damage from 8 to 10.
  • Hammer Down Air: Increased Force from 50 Fixed/ 43 Variable to 50 Fixed/45 Variable.
  • Spear:
  • A quality of life shift on the beginning of the Ground Pound now sees the target always knocked horizontally, for more consistent interactions off-stage. Users can now rely on close-range use of the Ground Pound, similar to other weapons, and not risk sending their target in an unintended direction. We have also opened up gaps in attack rotations that use the Side Light, as they could be used rather quickly and result in overly difficult counterplay for too many matchups.
  • Spear Ground Pound: The first active frame of the attack now has horizontal knockback instead of its previous vertical knockback.
  • Spear Side Light: Increased Recover time on miss from 0 Fixed/8 Variable to 1 Fixed/10 Variable.
  • Blasters:
  • Blasters see a minor reduction in damage build on their quick aerial option, the Neutral Air. It still retains its speed and utility, however it was too rewarding of a deterrent when recovering to the stage or when used from the wall.
  • Blasters Neutral Air: Changed Damage from a range of 18~15 to 16.
  • Gauntlets:
  • The Gauntlets have had a couple attacks brought in line with other similar options seen from other weapons. The Neutral Light has received decreased damage in accordance with its very fast time to hit and its robust hit window. This will slow the damage build during neutral gameplay and scramble situations. We have also increased the recover time for the manual release of the Ground Pound, making this attack less advantageous and slightly more committal.
  • Gauntlets Neutral Light: Decreased Damage from 17 to 15.
  • Gauntlets Ground Pound: Increased Recover time for the manual release version from 2 Fixed/19 Variable to 3 Fixed/19 Variable.
  • Cannon:
  • Given the slightly overlapping threat area of Cannon’s grounded attacks, along with the combo-starting nature of the Down Light, we have increased the risk of this attack to match the potential reward. This makes the choice of its use more meaningful, especially when compared to the similar threat range and significantly lower advantage of other options like the Side Light.
  • Cannon Down Light: Increased Recover time on miss from 2 Fixed/10 Variable to 2 Fixed/13 Variable.
  • Signatures:
  • Several Signatures have received shifts in their risk vs. reward; notably some of the oft-seen staples like Ember Side Katars and Lucien Neutral Katars being reined in on their force and speed, respectively. Lesser used attacks like Ragnir Down Axe and Xull Side Cannon have received increases to their utility, enabling users to more effectively and safely use these Signatures.
  • Ember Side Katars: Decreased Force from 65 Fixed/53 Variable to 65 Fixed/51 Variable; Decreased Damage from 27 to 25.
  • Lucien Neutral Katars: Increased Recover time from 12 to 15; Decreased Damage of final hit from 15 to 12.
  • Ragnir Down Axe: Increased Force from 75 Fixed/49 Variable to 75 Fixed/51 Variable; Increased threat area of the fire breath.
  • Xull Side Cannon: Decreased Recover time on miss or release from 26 to 23.
  • Sidra Neutral Sword: Increased Damage from 22 to 24.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Brynn, Cassidy, Ember, Mordex, Sir Roland, and Xull.
  • Bug Fixes:
  • Cannon Ground Pound: Fixed a case where the target could be dropped before the final hit when connecting with a platform. (Credit: Trick and Keith)
  • Sidra Down Sword: Fixed a bug that prevented the final active frames of the airborne version from striking opponents. (Credit: enterman234)
  • Cassidy Side Hammer: Fixed a case where the target could be dropped before the final hit when slide charging towards a corner. (Credit: WorldOfBay)
  • Cross Down Gauntlets: Fixed a case where the target could be dropped before the final hit when Gravity Canceled. (Credit: RioKun)
  • Thatch Down Sword: Fixes a case where the target could be dropped before the final hit. (Credit: Darkus)
  • Asuri Down Sword: Fixed a case where the target could be dropped before the final hit.
  • Asuri Down Katars: Fixed a case where the target could be dropped before the final hit

New in Brawlhalla 3.07 (Dec 21, 2017)

  • Mallhalla:
  • In a rogue train robbery organized by Caspian, one stray piece of loot was left behind. The Outlaw Chest was recovered and is now available to open in Mallhalla! This chest contains eighteen skins with three new skins to obtain
  • Sidewinder Hattori
  • Badlands Asuri
  • Aces High Caspian
  • Brawlhallidays:
  • The Brawlhallidays will continue through January 3rd, 2018!
  • Brawl of the Week - 2v2 Snowbrawl:
  • Snowball fights are better when you have a teammate!
  • Friendly Fire OFF
  • Standard Snowbrawl rules and maps.
  • Highest scoring team wins!
  • Performance:
  • Decreased texture memory usage of snow on stages for the Brawlhallidays.
  • Decreased texture memory usage on Twilight Grove and Grumpy Temple.
  • Art & Animation:
  • Repositioned Katar above forearm during part of Asuri's Down Katar Sig for better visual clarity.
  • New Legend Rotation:
  • This week’s new Legend rotation features Artemis, Bodvar, Cross, Diana, Gnash, and Ragnir.
  • Bug Fixes:
  • Fixed bug causing chest tooltips to refer to skins as costumes.
  • Fixed a bug where the chat box could get out of order. Specifically, if your opponent said something, then left, and then you opened the chat box afterward, it would show them leaving before their chat.
  • Fixed a bug that caused Cannon to not play hit sounds on PS4.
  • Fixed the glow positioning on Bomby the Avatar, Heatwave podium, Upstage podium, and others on PS4

New in Brawlhalla 3.06 (Dec 14, 2017)

  • Happy Brawlhalliidays:
  • Bonus login gold each day of the Brawlhallidays!
  • Snow has fallen on several stages across Brawlhalla.
  • We’ve decked the halls of Mallhalla with limited time Brawlhalliday items. Check them out!
  • Mallhalla For the Brawlhallidays:
  • Christmas Colors for every Legend! (at 1500 Gold each)
  • Winners Wonderland Podium
  • Nutrcracker Bodvar
  • Nutcracker Val
  • Krampus Cross
  • Wreck The Halls Teros
  • Holly Jolly Ember
  • Snowman Kor
  • Secret Santa Thatch
  • Frostbite KO Effect
  • Bomby the Snowman Avatar
  • Mjolnir Snowflake Avatar
  • Brawl of the Week - Snowbrawl:
  • 4 Player FFA Snowbrawl!
  • Most points win.
  • Caution: Snowballs have been known to explode on impact.
  • New Season – Rewards and Soft Elo reset:
  • If you’re new to Seasons, here’s some of the information you should know. You’re going to have a soft elo reset, and you’ll also receive Glory, the currency you receive for playing ranked. You can use it in a special section of Mallhalla to get special colors and weapon skins to show your dedication to your favorite Legend. We hope you enjoy your rewards and enjoy the New Season!
  • Note: Current Seasons for each platform are Season 7 (PC) and Season 2 (PS4).
  • New Ranked Mallhalla Items:
  • Skyforged Cannon and Goldforged Cannon have been added to Mallhalla.
  • Soft Elo Reset Formula:
  • Soft Elo Reset is based on your current elo at the end of the season.
  • 1v1 and 2v2 Personal Rating:
  • Under 1400: New Elo = Old Elo
  • Over 1400: New Elo = 1400 + (Old Elo – 1400) / (3 – (3000 – Old Elo) / 800)
  • 2v2 Team and Legend Rating:
  • 2v2 Team & Legend Ratings have been brought closer to 750.
  • Under 2000: Elo = (Elo + 375) / 1.5
  • Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
  • Glory Earnings Calculation:
  • Glory earned is based on a combination of your Highest Peak Rating (highest 1v1, 2v2, team, or Legend rating/elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory.
  • You gain 20 Glory per win up to 150 wins which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less.
  • Note: There is a minimum requirement of 10 games played to be eligible for Glory based on your rating.
  • Ranked Borders from Season 6 (PC) and Season 1 (PS4):
  • If you placed in gold or better in your best rating, you are given a ranked border that people will see in the match preview screen. There are ranked borders for gold, platinum, and diamond tiers. These will last for one season and will be updated again after the new season comes to a close.
  • Your border from any previous season does not carry over or have any impact on your current border reward.
  • Ranked Avatars from Season 6 (PC) and Season 1 (PS4):
  • Ranked Avatars include prestigious versions for those who’ve placed in high ranks during previous seasons. For example, if you placed in Platinum last season and Gold this season you’ll receive the upgraded versions of the Competitor’s Badge and Gold Emblem. You will still have your original Platinum Emblem avatar from previous seasons.
  • You must play a minimum of 10 games to receive ranked avatars / borders at ANY rank:
  • Competitor’s Badge: Awarded to anyone who plays 10 Ranked Games or more.
  • Gold Emblem: Awarded to players who finish at Gold or above.
  • Platinum Emblem: Awarded to players who finish at Platinum or above.
  • Diamond Emblem: Awarded to players who finish at Diamond.
  • Upgraded versions of Ranked Avatars are awarded to those who have earned the same Avatar in any previous seasons.
  • 5th & 6th Tier Ranked Avatar Upgrade Information:
  • For players who have reached the 5th Tier of an avatar by reaching a certain rank or higher for five total seasons: the 5th Tier of that avatar will stay in your inventory permanently! Congratulations on your achievements!
  • The 6th Tier Avatar, for those who have reached a certain rank or higher for six total seasons, will take on a brand new look! These avatars will grow more and more prestigious with each subsequent seasonal repeat up to Tier 10, at which point the Tier 10 avatar will remain in your inventory permanently.
  • In short, every 5 Tiers of avatars, you’ll keep the most awesome, most decked out version permanently, and then start work on a new version for subsequent tiers for 6-10, 11-15, and so on.
  • Community Request:
  • The maximum number of items will now spawn immediately at the beginning of Warm-Up Mode when waiting in a queue.
  • Test Features:
  • Removed Danger Zone and the original Twilight Grove from Experimental matchmaking.
  • Animation and SFX:
  • Tweaked Bow animations so that long hair would layer more correctly over shoulders.
  • Different impact sound for Cannon when firing instead of swinging.
  • Relayered legs on certain hammer animations to visually sort better with skins that have skirts.
  • Performance:
  • Slight improvement to map loading speed.
  • PS4 - Fixed performance issues associated with animating podiums.
  • Balance:
  • Axe:
  • The Axe has received several changes to key moves in an effort to increase its flow of attacks and string potential. This is primarily focused in a change of setup location for the Side Light, beginning with a higher minimum height of knockback with slower scaling as damage increases, resulting in the Down Light combo only being available at early damage ranges before shifting into a combo with the Neutral Air. Stun and Force values have been shifted for the Neutral Air to better fit as a string tool with variable followups.
  • Axe Neutral Light: Increased Stun from 24 to 26.
  • Axe Side Light: Decreased Force from 72 Fixed/12 Variable to 68 Fixed/7 Variable; Angle of knockback is now more vertical; Increased Stun from 28 to 31.
  • Axe Neutral Air: Decreased Force from 44 Fixed/23 Variable to 40 Fixed/20 Variable; Decreased Stun from 32 to 30.
  • Scythe:
  • Scythe Side Light’s knockback has been altered to create greater variation in possible followups, with the new height widening the dodge window before a Neutral Light followup, while assisting in landing attacks such as Side Air, Neutral Air, and certain Signatures. With these new routes we have also shifted some Force between the reverse and neutral versions of the Neutral Air, not only to soften the threat of off-stage reversals while increasing the reliability of on-stage pressure, but also to create earlier breaks in strings involving the neutral version. We have also reined in the Ground Pound due to the kits commanding edgeguard ability, and the overall utility of this attack.
  • Scythe Side Light: Increased knockback of the soft version, resulting in a higher setup location.
  • Scythe Neutral Air: Increased Force on the neutral version from 54 Fixed/44 Variable to 54 Fixed/46 Variable; Decreased Force on the reverse version from 34 Fixed/42 Variable to 34 Fixed/39 Variable.
  • Scythe Ground Pound: Decreased Damage from 18 to 16; Decreased front coverage during the middle of the swing; Decreased Force from 65 Fixed/35 Variable to 60 Fixed/33 Variable.
  • Cannon:
  • The Cannon has received several adjustments to increase its overall threat and the position it places itself when attacking opponents. The Side Air’s priority has been increased, giving it a bit more reach beyond the user for better use as an approach option, while the Side Light has received an increase to its Hit Window with a similar goal. We have also softened the Down Air’s self-impulse on the user, resulting in a more advantageous position when striking an opponent off-stage, as well as making the attack easier to aim.
  • Cannon Side Light: Increased Hit Window from 5 to 6.
  • Cannon Side Air: Increased priority (i.e. the space between the attack's maximum range and the user's hurtbox).
  • Cannon Down Air: Increased Stun from a range of 19~13 to a range of 20~14; Decreased self-impulse during the attack.
  • Signatures:
  • A number of Signatures for underperforming Legends have received increases to reward or benefits to their utility. Xull has received such benefits in the form of increased range on his trap Signatures, given the low priority of his Side Signatures and the Cannon kit as a whole. Sidra, Ada, and Cassidy have received reward increases to bring them closer in line with similar options across the roster, while the risk and reward on Artemis’ Down Scythe have been adjusted for more desirable use of this Signature.
  • Xull Neutral Cannon: Increased maximum range when the trap snaps shut.
  • Xull Side Cannon: Increased Damage from 21 to 25.
  • Xull Down Axe: Increased maximum range when the trap snaps shut.
  • Sidra Neutral Cannon: Increased Damage from 21 to 23; Increased Force from 48 Fixed/50 Variable to 50 Fixed/53 Variable.
  • Artemis Down Scythe: Increased Force from 65 Fixed/45 Variable to 65 Fixed/49 Variable; Decreased Recover time on miss from 18 to 16.
  • Ada Down Spear: Increased Damage from 20 to 23.
  • Ada Neutral Spear: Increased Damage from 21 to 24.
  • Cassidy Neutral Hammer: Increased Damage from 15 to 20.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Ada, Koji, Queen Nai, Mordex, Scarlet, and Xull.
  • Bug Fixes:
  • Fixed a bug where leaving during "Waiting for game to start" could cause crashes and unexpected behavior.
  • Fixed store bug where purchasing or refunding a Legend that is eligible for a White or Black Color Scheme didn't appropriately refresh the options in the Colors tab in the store.
  • Fixed a bug that caused the loading screen to show over gameplay

New in Brawlhalla 3.05 (Nov 30, 2017)

  • Mallhalla:
  • New skins for Teros and Ragnir!
  • Ragnirsaurus Rex - “Clever Boy.”
  • Gatekeeper Teros - “A set of skull and bones you don’t want to cross.”
  • The Ancient Chest has been recovered! It holds 18 skins total including three chest exclusive skins which are:
  • White Fang Gnash
  • Fangwild Fawn Ember
  • Winged Serpent Nai
  • Brawl of the Week - 3v3:
  • Unranked 3v3
  • 3v3 Mapset (Large maps)
  • 8 minutes, 3 stocks per player.
  • Friendly Fire Off.
  • US-West Servers:
  • We are not happy with the consistency of performance our servers in US-West has been showing us. While the majority of time they were fine and working as expected, they definitely have had experienced periods of low performance. Rather than continuing to work with the data center to try to fix it, our best path forward has been to find a new provider. Please let us know if your experience improves!
  • Relocated US-West servers to a new data center aiming to improve performance in the US-W region.
  • User Interface:
  • Offline tournament mode brackets hotkey artwork has been updated.
  • PlayStation Performance:
  • Improved memory performance on PS4, which fixed some crashes that could occur when running the game for extremely long sessions.
  • Game Balance:
  • This week’s balance updates are primarily focused on shifting the rewards for a couple overperforming kits for better emphasis on varied move selection. Players should find clearer differences in timing or potential range and setup location from key attacks for the following weapons.
  • Sword:
  • We have increased the speed bonus the Down Light receives from movement to place its potential range more squarely between that of the Neutral Light and the Side Light when each is performed at maximum speed. This serves to create more separate zones of threat for greater effective move selection when approaching.
  • Sword Down Light: Increased bonus speed received from movement, such as a dash.
  • Blasters:
  • The Blasters have the reward on their longer ranged options on the ground slightly reduced to be more in line with similar options on other kits. Toward this end, the maximum range on the Side Light has been slightly reined in, while also slowing the damage build from the most common combos. The Ground Pound receives a bit more base stun to prevent opponents from being able to retaliate before the user recovers.
  • Blasters Side Light: Decreased Damage from 18 to 15; Slightly reduced maximum horizontal range.
  • Blasters Down Light: Decreased Damage from 18 to 14.
  • Blasters Ground Pound: Increased Stun from 17 to 19.
  • Bow:
  • We have altered the Bow Down Light as most levels of play had settled into searching for Down Light for the Neutral Light combo. A dodge window has been opened, trading stun for a damage increase to keep the attack on par with other ranged setup tools. We have also softened the angle of knockback for the Side Air and adjusted its force in kind, to push its use case further from the Down Air.
  • Bow Down Light: Decreased Stun from 19 to 16; Increased Damage from 12 to 14; Increased Recover time on miss from 4 Fixed/20 Variable to 4 Fixed/22 Variable.
  • Bow Side Air: Angle of knockback considerably more horizontal; Force changed from 32 Variable/80 Fixed to 34 Variable/68 Fixed.
  • Signatures:
  • Several Signature attacks have also been altered, such as Asuri’s Side Sword which has received a base stun increase for stronger hits at white to light yellow damage values. Given the total horizontal coverage and speed of Sentinel’s Down Katars, we have decreased the damage range to be closer to other similar attacks. Jhala’s Side Axe sees a shift in timing, trading some minimum charge time for a faster recover time, resulting in a overall duration for a quicker pace in battle.
  • Asuri Side Sword: Increased Stun from 17 to a range of 27~22.
  • Sentinel Down Katar: Decreased Damage from a range of 32~28 to a range of 28~24.
  • Jhala Side Axe: Increased Minimum Charge time from 14 to 15; Decreased Recover time from 17 to 14.
  • New Legend Rotation:
  • This week’s new Legend rotation features Caspian, Diana, Mirage, Orion, Sidra, and Teros.
  • Bug Fixes:
  • Fixed display bug causing the controller hotkey asset to overlap part of the "START NEXT BATTLE" text in the offline tournament gameplay mode.
  • PS4 - Fixed a display bug and removed an inactive pause menu option for changing the screen display mode.
  • PS4 - Fixed a bug where the mouse close button on the Meet The Legends page was still displayed.
  • PS4 - Fixed the Replay incompatibility alert icon so it correctly renders as blue instead of red.
  • Fixed some Game Server Connection failed bugs related to UDP data processing.
  • Fixed a Training Mode bug where you and the bot could both end up using the default Skin with no Color Swap if you switched the bot to use the same Legend as you and you haven't connected to the server at any time.

New in Brawlhalla 3.04 (Nov 24, 2017)

  • New Legend - Xull:
  • New Legend - Xull!
  • Weapons: Cannon and Axe
  • Stats: 9 Strength, 5 Armor, 4 Dexterity, 4 Speed.
  • Xull enters Brawlhalla with three additional skins:
  • Demon Ogre Xull - “Unstoppable and irredeemable.”
  • Commander Xull - “Lord Commander of the Iron Legion.”
  • Arctic Trapper Xull - “There’s more than one way to skin most things.”
  • Brawl of the Week - Double KO Mania:
  • 2v2 with 300% Damage!
  • 5 Stocks
  • Friendly Fire Off
  • 2v2 Standard Mapset and Rules
  • Training Room:
  • You may now change the player-controlled Legend from the Training Settings menu.
  • Animation:
  • Adjusted the shoulders on Axe's Idle pose animation to be closer to original proportions.
  • New Legend Rotation:
  • This week’s Legend Rotation features Lord Vraxx, Queen Nai, Barraza, Jhala, Mordex, and Yumiko.
  • Drop Fixes:
  • Thatch Neutral Blasters: Fixed a case where the target could be dropped before the final hit. (Credit: Darkus)
  • Cannon Ground Pound: Fixed a case where the target could be dropped before the final hit when held for a long duration.
  • Bug Fixes:
  • Fixed a rare bug with spectate via friend that would cause you to be stuck in a room.
  • Fixed a Windows 7 bug where pressing Ctrl+Alt+Delete while playing would cause the level art to disappear and leave you fighting in a black, empty void of terror.
  • Fixed a bug where the "kick" option for local lobbies wouldn't actually kick the selected player.
  • PS4: Fixed a training room bug where changing the bot's Legend would not load that Legend's sound effects.
  • PS4: Applied clipping to the sidekicks so that they don't extend past their containers in the character select.
  • Fix for displaying animations for projectile powers after a rollback
  • Fixed scythe weapon throw sound for PS4.
  • Fixed an issue with Cannon idle animation layering.
  • Fixed a bug with layering on the default taunt so that certain heads will no longer be cut off by the shoulders.

New in Brawlhalla 3.03 (Nov 16, 2017)

  • New Brawl City Chest:
  • The Brawl City Chest has been discovered! This chest contains an assortment of 18 skins and three chest exclusive skins, which are
  • Crossfade Orion
  • Nix Couture
  • New School Jhala
  • Brawl of the Week - Dodgebomb:
  • Score 2 points for a knockout, lose a point for being knocked out.
  • 4 Player FFA
  • 2 minutes.
  • Official Dodgebomb Map
  • Highest score wins!
  • Brawlhalloween Bids You Farewell:
  • Brawlhalloween festivities have come to a close. We’ll see you next year when the spooky season emerges once again to provide treats and terror to all.
  • The next Brawlhalla seasonal event is the Brawlidays in December!
  • User Interface:
  • The controller devices screen now supports paging to support more than nine plugged in devices.
  • Test Features:
  • Fixed a bug on the Small Twilight Grove test map where releasing a ground pound attack before hitting one of the steep slopes but still hitting the slope before the minimum hold time on the ground pound finished would cause you to get locked into the ground pound until death.
  • Balance:
  • This week's balance changes are focused on quality of life changes for currently underperforming weapons, continued adjustments for the Cannon, as well as shifting rewards on the Unarmed kit to better fit their speed and range. We have also updated a number of underperforming Signatures for either better reward or responsiveness, in addition to continuing adjustments for Sidra.
  • Unarmed:
  • Unarmed has received decreases in reward to some of its common options given their quick startup, while increasing the stun on some options that would either leave the user at a disadvantage or are best used at creating space to grab a weapon.
  • Side Light: Decreased Force from 75~60 Fixed/35~30 Variable to 75~60 Fixed/32~27 Variable.
  • Neutral Air: Decreased Damage from 21 to 17; Increased Stun from 19 to 21.
  • Down Air: Decreased Damage from a range of 1~22 to a range of 1~18.
  • Ground Pound: Increased Stun from 18 to 19.
  • Lance:
  • The ground kit has received some quality of life adjustments in the form of greater health ranges for follow-up attacks on the Side Light for more consistent reward on this attack. The Lance has also gained a better angle of knockback on the Neutral Light for continuing strings at low damage as well as setting up edge-guards at high damage ranges.
  • Neutral Light: Slightly lowered angle of knockback.
  • Side Light: Decreased Force from 35 Fixed/20 Variable to 30 Fixed/14 Variable.
  • Spear:
  • Side Light has been adjusted for more consistent setup when connecting from the first strike. There are still close range variations available such as Neutral Air, but the standard follow-ups such as Down Light now connect more regularly on airborne opponents regardless of where they were struck.
  • Side Light: Altered knockback of the first swing for more consistent follow-ups from the second swing.
  • Cannon:
  • We have slowed down several aspects of the Cannon's kit, primarily the time between missed attacks, to open up clearer opportunities to combat a grounded Cannon user. The Down Air has also received an increase in Time to Hit to open up certain strings and to increase the effectiveness of anti-air attacks against the Cannon.
  • Neutral Light: Increased Recover time on miss from 0 Fixed/9 Variable to 1 Fixed/12 Variable.
  • Side Light: Increased Damage from 13 to 15.
  • Down Light: Increased Recover time on miss from 0 Fixed/8 Variable to 2 Fixed/10 Variable.
  • Down Air: Increased Time to Hit from 15 to 16.
  • Signatures:
  • We have increased the reward or responsiveness on several Signature attacks that have fallen behind other similar options, such as the speed of Thatch's anti-air Neutral Sword and the Damage on some of Scarlet's attacks. We have also updated some of Sidra's attacks, as the Down Sword could rotate into follow-up attacks too quickly on miss, and the Side Cannon's Damage has been reduced to compensate for its effectiveness at scoring knockouts.
  • Scarlet Side Hammer: Increased base Damage of the aerial version from 10 to 18; Increased Stun from 18 to 20
  • Scarlet Neutral Lance: Increased base Damage from 17 to 21.
  • Thatch Neutral Sword: Decreased Time to Hit after charge from 8 to 7.
  • Artemis Down Scythe: Increased base Damage from 20 to 22.
  • Artemis Down Lance: Now receives increased Damage and Force from charge time, resulting in moderately increased knockback and increased Damage ranging from 3~5.
  • Kor Down Hammer: Slightly Increased radius of attack during the roll.
  • Sidra Down Sword: Increased total Recover time when landing on the ground from 21 to 29.
  • Sidra Side Cannon: Decreased base Damage from 28 to 25.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Artemis, Asuri, Azoth, Bodvar, Brynn, and Cross.
  • Bug Fixes:
  • Fixed a visual bug (PS4 only) where wall-sliding on the right side wall on Small Mammoth Fortress would have a small visual gap.
  • Fixed a layering issue with the torso in Rocket Lance's idle animation.
  • Fixed a visual bug that would cause KO fx to sometimes play twice or more times in quick succession.
  • PS4 - Fixed a texture memory leak that occurred with weapon selection.
  • PS4 - Fixed a missing special effect with Artemis's lance n-sig on-hit.
  • PS4 - Fixed an issue where some sounds would get cut off abruptly. They will now be quickly faded out instead of instantly stopped.
  • Fixed a PS4 crash bug that could occur at the end of a tournament match.
  • Fixed Metadev Ember weapon names.
  • Hammer Ground Pound: Improved hurtboxing to better match the animation.
  • Kor Down Hammer: Fixed a case where the target could be dropped before the final hit when airborne. (Credit: WorldofBay)

New in Brawlhalla 3.02 (Nov 9, 2017)

  • Mallhalla:
  • Muerto Azoth - “The afterlife has never been livelier.”
  • Calavera Cassidy - “Dressed in her finest and ready for the celebration.”
  • Lady of the Dead Nai - “The Queen of Mictlan presides over the ceremonies.”
  • Brawl of the Week - 2v2 Switchcraft:
  • Switchcraft...but 2v2!
  • 2v2 Mapset
  • Friendly Fire OFF
  • Standard Switchcraft Ruleset
  • Test Features:
  • We're testing this map as a replacement for Twilight Grove in 1v1 playlists. The right-side, wedged platform now has a pointed top and no wall on the right side to prevent camping. Let us know what you think; we’re looking forward to your feedback!
  • Small Twilight Grove has been added to Test Maps, and the Experimental Queue.
  • Post Game Chat Changes:
  • Chat will now default to closed during the post match screen when playing match-made games online. It then will return to its regular state after leaving post game chatter. You now have to opt in to post game chat, by default, it will be hidden. We’re interested in hearing your feedback on this change.
  • The chat box is now closed by default in all match making modes.
  • Netcode Algorithm Improvements:
  • While we are happy with the netcode for people with stable connections, there are still some issues that occur for people with less stable connections. Specifically, when you experience a decent amount of jitter or lag spikes, the code does not do a great job of trying to return you to a stable state. We’ve made some adjustments to the code that should allow it to handle these situations better. In particular, after it clears up, it should feel like it goes back to normal.
  • We have a few more things in the works to make it better, but we are just rolling out one of the changes this week to see if it helps bring it in the right direction. Please let us know how it affects your play experience. Thanks!
  • Adjusted the netcode to better handle variations in connection performance.
  • Animation:
  • FX polish pass on Sidra's neutral sword sig.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Cassidy, Koji, Mirage, Ragnir, Sidra, and Wu Shang!
  • Bug Fixes:
  • Fixed a spectating bug where the "Searching for match..." would sometimes appear on the Legend Select screen even when the group was not in a matchmaking queue.
  • Fixed a bug causing chest item tooltip animations to replay when the cursor location doesn't actually change.
  • Fixed a desktop bug where new players were having their music and sound effect volumes defaulted to 0.
  • Fixed bug causing chest icon cursor to jump to the last time item when attempting to move the cursor downwards to a row that isn't completely full
  • Fixed bug causing all down directional inputs on the bottom row of the chest items icon grid to always move the cursor to the last item
  • Fixed bug causing cursor to not be able to reach the bottom row of the Ragnarök Chest grid items
  • Fixed a PS4 bug where the replay playhead did not match where the replay was in time.
  • Fixed a bug where holding down X or Y during a replay would make a buzzing sound.
  • Fixed a PS4 bug where hit sounds would often play twice when playing online.

New in Brawlhalla 3.01 (Oct 26, 2017)

  • Brawlhalloween:
  • A bonus 250 Gold on top of every daily login during Brawlhalloween!
  • Three new skins!
  • Punkin Spice Yumiko - “In every town, village, and city. There’s no escape. Ever.”
  • The Monster Gnash - “Graveyard smaaaash!”
  • Immortal Caspian - “When you’re a vampire thief, the stakes are always high.”
  • The return of spooky skins for Scarlet, Lucien and Diana!
  • New Podium! - Graveyard Shift.
  • Jac-KO-Lantern KO Effect
  • Avatars
  • Pumpkin Pyre (Animated Avatar – 60 Mammoth coins)
  • RIP (Halloween Avatar – 6000 Gold)
  • Halloween Colors! (3000 Gold per Legend)
  • Brawlhalloween is scheduled to run for three weeks! Enjoy the spooky season!
  • Mallhalla:
  • Odin’s Chest is now available in Mallhalla! Odin’s Chest contains 16 skins and two chest exclusive skins: Watchief Bodvar and Forgeheart Teros!
  • The Sandstorm Chest has been removed from Mallhalla for continued investigations into its origin.
  • 2017 BCX Pack is out:
  • Celebrate the second annual Brawlhalla World Championship with the BCX 2017 Pack! This limited time pack contains 300 Mammoth Coins, the BCX 2017 Avatar, and an exclusive Mammoth Superfan Sidekick. The BCX Pack will be available to purchase on Steam and the PlayStation Store.
  • Brawl of the Week - 1v1 Switchcraft:
  • Choose your three favorite Legends and watch as their weapons and signatures are switched in the spookiest ways possible.
  • Standard 1v1 Ruleset & Mapset.
  • Server Performance:
  • Improved handling of load and general capacity improvements for the core server.
  • Balance:
  • This week we have a few early adjustments to the Cannon’s base kit. The Neutral Light has received reductions to both its startup and force to bring them in line with its strong positional advantage on hit, as well as widening dodge windows that involve the Neutral Light as a followup attack. To a similar end, we have given the Down Air increased recover time and stun, resulting in slightly less frame advantage on hit. These changes together have opened a healthy dodge window for the Down Air into Neutral Light combo. We have shifted some of this lost power into the Side Light, increasing its force for greater positional gain and slightly earlier knockouts when opponents are heavily damaged.
  • Cannon Neutral Light: Increased Time to Hit from 7 to 8; Decreased Force from 40 Fixed/41 Variable to 40 Fixed/38 Variable.
  • Cannon Side Light: Increased Force from 100 Fixed/33 Variable to 100 Fixed/36 Variable.
  • Cannon Down Air: Adjusted Force scaling at low damage; Decreased Recover time scaling when landing; Increased total Recover Time on Hit from 10 Fixed to 11 Fixed; Increased total Recover Time on Miss from 7 Fixed/18 Variable to 8 Fixed/18 Variable; Increased Stun from a range of 17~11 to a range of 19~13.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Artemis, Azoth, Jhala, Lucien, Kor and Queen Nai.
  • Bug Fixes:
  • PS4 - In the character select customizer menu, stopped a lot of skins from extending past the square icon bounds.
  • PS4 - Fixed a bug where thrown mines appear green instead of red.
  • PS4 - Fixed a bug where a few textures would render at lower resolution.
  • Fixed crash that could occur when the UI forced itself closed and you were deep within nested UI.
  • Fixed a rare layering bug that would cause the handle to appear wrong on certain bows during the Bow's Down Air attack.
  • Fixed a bug with Cannon Ground Pound hitbox position when it was held for 60 or more frames.

New in Brawlhalla 3.0 (Oct 20, 2017)

  • New Legend and Weapon:
  • Cannon and our new Legend Sidra launch today! Cannon is a heavy hitting weapon with big blows, and powerful blasts. We’re excited to see what the community does with Cannon, (post those combos!) and we hope everyone will have fun with this new addition to the weapon arsenal of Brawlhalla.
  • Cannon has arrived and is now part of the Brawlhalla armory.
  • Sidra the Corsair Queen is now available to play!
  • Weapons: Cannon & Sword
  • Stats: 6/4/6/6 (Strength, Dexterity, Defense, Speed)
  • Mallhalla:
  • Sidra launches with three new skins available in Mallhalla.
  • Pirate Queen Sidra - “Undisputed sovereign of the seas.”
  • Atlantean Sidra - “The true treasure of the depths.”
  • Kraken Sidra - “Often the last sight unfortunate sailors see before being dragged to the depths.”
  • Brawl of the Week - 3v3 Brawlball:
  • 3v3 Brawlball.
  • Queue solo or with friends!
  • First to three scores win.
  • User Interface:
  • Making right or up directional inputs on the main menu while over the rightmost tile with now step into the top-right corner menu.
  • Added new UI sounds.
  • Art and Animation:
  • Minor animation tweak to certain frames on Spear's Neutral Air, Dash, and Landing animation to improve layering for certain costumes.
  • GamePad Support:
  • Added support for USB Gamepad for Windows.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Asuri, Bodvar, Cross, Diana, Mirage, and Ragnir.
  • Bug Fixes:
  • Fixed bug where the charge star at the beginning of a lot of heavy attacks would not appear.
  • Fixed axe rendering bugs on Arcanium Ulgrim.
  • Fixed an issue where characters with tails have the tails face the wrong way during the "Be A Hero" taunt.
  • Fixed typo in the offline tutorial rewards warning.
  • Fixed loin cloth layering issues with Roland the Victorious skin.
  • Fixed a bug in team matchmaking lobbies with a local guest where it would let you pick any color that you owned for both characters, and locking in would then result in the server correcting you to use team colors if the chosen skins were identical or too similar in silhouette shape. It will now correctly force you into using team colors before locking in in this situation.
  • Fixed a rare bug in Friendly 2v2 matchmaking and any team-based Brawls of the Week where the opposing team could appear as a different color in the Match Preview than they would during the game.
  • Fixed a rare bug in Friendly 2v2 matchmaking and any team-based Brawls of the Week where the opposing team could get set to Team Blue during a color conflict even if your team was Blue, Cyan, Green, Community Colors, or Skyforged. The opposing team will now be set to Team Red in those situations.
  • Fixed a rare visual bug on powers like Yumiko Down Hammer that could display dissipation special effects at the wrong position when interrupted.
  • PS4 - Fixed a bug in Ember's bow side signature where the wolf would disappear.
  • PS4 - Fixed a missing gold coins display in the tutorial complete screen.
  • PS4 - Fixed some blurriness on some graphics

New in Brawlhalla 2.81 (Oct 12, 2017)

  • Mallhalla:
  • Be a Hero! - All proceeds from this taunt will be donated to video game charity drive Quest For The Cause.
  • Shark Heart Barraza - “Even the post-apocalypse has a water level.”
  • Freestyle Mirage - “Malik Forté Champion of SXSW Skin in the Game -3/18/16”
  • Brawl of the Week - 3v3 Teams:
  • 3v3 Teams
  • 3v3 Mapset
  • Friendly Fire OFF
  • 3 Stocks, 8 Minutes.
  • New Tutorials:
  • There are now Brawlhalla tutorials!
  • You can find the tutorials in the “Offline Play” category.
  • Each tutorial provides gold rewards on completion.
  • Community Request:
  • Improved color-fixing logic for the Friendly 2v2 and Brawl of the Week queues so that your opposing team is less likely to be defaulted to generic red or blue team if possible.
  • If you choose any red or blue team color and end up on that team (which will always happen unless the queue is Brawlball or another game mode that forces color based on side), there is no longer a chance that it will change which version of that team color you have.
  • User Interface:
  • Pressing directional keys will no longer close the login bonus screen.
  • Matchmaking lobbies will now use the crown icon to indicate the lobby leader like Custom Online games do.
  • Animation:
  • Minor adjustment to the Ready pose when unarmed.
  • Minor adjustments in the Spear Recovery, Spear Side Air, Scythe Neutral Light, Scythe Side Air, Scythe Jump, Mirage Neutral Scythe and Side Scythe Signatures to prevent certain limbs from coming off on certain skins
  • Layering tweak to Barraza's Neutral Axe Signature animation where his shoulder would pass over his face in a weird way
  • Controller Support:
  • Added controller support for Mad Catz FightStick Alpha PS4 for Windows.
  • Added Windows support for PS Bluetooth Gamepad.
  • Networking:
  • Continuing iteration on lag compensation algorithm. Previous iteration favored best a little too greatly causing jitter to be more noticeable. This should be smoother and result in less pops. As with every iteration, let us know how it feels!
  • Competitive Mapset:
  • We are currently evaluating the ranked/tournament map pool and will be making a decision within the next week. We'd love to get your feedback as well so please let us know your thoughts on the current Ranked 1v1 and Ranked 2v2 map pools. Thanks!
  • Balance:
  • We have a number of adjustments this week following the conclusion of the Regional Qualifiers, aimed at increasing the power of augmenting grounded kits effective range when coupled with a dash to better hunt down airborne opponents as they return to the platform. To this end, we have slightly increased the speed bonus certain key powers gain when performed during a dash for kits whose ranges would often fall short. We have also included adjustments to the Directional Influence allowed when struck by duplicate powers to further assist players in escaping repetitive team combos. As the Brawlhalla World Championship remains just a few short weeks away, this is the landscape in which players will compete for the prize. Practice well, and we look forward to seeing you all at BCX on November 3rd-5th!
  • Directional Influence: Increased the amount a player can change the direction of Force applied to them when hit by two of the same power without leaving stun; Powers with no Variable Force now qualify for DI.
  • Sword:
  • We have pulled some of the strength and coverage of the Ground Pound in order to bolster the role of Side Light as a gap closer. Players will find more reliable counterplay to the Sword’s Ground Pounds with its more focused coverage, as it could previously threaten multiple dodge paths off-stage and prove difficult to combat. Now Sword users can threaten more effectively when rushing down an opponent as they land, or when poking from neutral game, given the extra boost this attack gains from a dash.
  • Sword Side Light: Slightly increased speed bonus gained from dash.
  • Sword Ground Pound: Decreased Force from 50 Fixed/44 Variable to 50 Fixed/42 Variable; Slightly decreased horizontal coverage.
  • Hammer:
  • We have shifted some strength between two of the Hammer’s more utility based attacks; the Side Light and the Down Air. The Side Light has gained extra speed from a dash, while gaining additional knockback for more varied exchanges as a battle progresses. The Down Air has taken some of this reliability in the form of slightly increased Damage and Force to bring this attack in a more fitting range with the rest of this heavy weapon’s kit.
  • Hammer Side Light: Slightly increased speed bonus gained from dash; Increased Force from 56~30 Fixed/5 Variable to 56~30 Fixed/8 Variable; Increased Recover time on miss from 0 Fixed/23 Variable to 1 Fixed/23 Variable.
  • Hammer Down Air: Increased Damage from 15 to 16; Increased Force from 50 Fixed/42 Variable to 50 Fixed/43 Variable.
  • Rocket Lance:
  • The Rocket Lance has proven to be a considerable force in the current landscape, and we have shifted some power within the kit to open up more avenues of counterplay, bring damage output in line with other similar kits, as well as afford some quality of life improvements for the user. The Side Light is a very strong tool, leading into a number of possible followups, although the choice and difference between these options was underwhelming. We have made these followups require better execution from the user both in timing and in awareness. The height of knockback now changes as damage increases, resulting in more reliable access to the Down Air at low damage ranges, the Side Air at medium ranges, and the Recovery at high damage ranges. The Neutral Air provides a fairly consistent followup, although with less reward than the others as its Stun and Damage have been trimmed, along with a shorter Hit Window. This opens up more dodge avenues for those fighting against the Lance, while also affording a snappier response to the user when aimed correctly.
  • Rocket Lance Side Light: Decreased Stun from 18 to 13; Changed Force from 48 Fixed/0 Variable to 35 Fixed/20 Variable; Slightly increased speed bonus from dash; Increased Recover time on miss from 1 Fixed/14 Variable to 4 Fixed/14 Variable; Decreased Damage from 12 to 10.
  • Rocket Lance Neutral Air: Decreased Damage from a range of 18~21 to 17; Sped up Hit Window from 14 to 12; Increased Recover time on miss from 3 Fixed/17 Variable to 4 Fixed/19 Variable; Decreased Stun from 30 to 28.
  • Blasters:
  • Users had been struggling to land the Blasters Recovery, as the slower acceleration could be difficult to aim at overly evasive airborne opponents. We have traded some of the damage in favor of a quicker response and greater degree of utility for this power.
  • Blasters Recovery: Sped up Time to Hit from 11 to 10; Decreased Damage from 25 to 22.
  • Spear:
  • The Spear’s main approach tool, the Side Light, was often falling short of opponents when attempting to catch their landing. We have increased the speed bonus from a dash for more reliable pursuit while the Spear user controls the ground.
  • Spear Side Light: Slightly increased speed bonus gained from dash.
  • Katars:
  • Similar to the other kits listed in today’s patch, the Katars have received a needed boost in effective range during a dash, at the expense of some minor recover time on miss to keep the risk in line with the potential reward.
  • Katars Side Light: Slightly increased speed bonus gained from dash; Increased Recover time on miss from 1 Fixed/16 Variable to 2 Fixed/16 Variable.
  • Bow:
  • The Side Light has shifted some of its power into the Down Light, trading some Stun for more reliable followups after a Down Light. The Side Light’s knockback has been altered as well, resulting in gaining more stage control when landing this attack. The Down Light serves as a quick gap closer, and has received an additional boost from dashes.
  • Bow Side Light: Changed Force from 52 Fixed/0 Variable to 45 Fixed/10 Variable; Slightly lowered angle of knockback; Decreased Stun from 19 to 17.
  • Bow Down Light: Decreased Time to Hit from 16 to 15; Increased Recover time on miss from 2 Fixed/20 Variable to 4 Fixed/20 Variable; Increased Stun from 17 to 19; Slightly increased speed bonus from dash.
  • Axe:
  • The Axe is a weapon with large, active swings that have proven to be slightly too oppressive in their duration of coverage. We have shifted some of those Hit Windows into additional Recover time for powers such as the Neutral Light and Ground Pound, while the Side Light and Down Light have had their uses and focus more clearly defined. The Down Light previously covered too much area in front of the user for such a reliable anti-air, so we have brought in its coverage on the ground for greater counterplay. The Side Light serves as the Axe’s approach tool, and has slightly increased speed during a dash at the cost of shifting away from grounded followups at earlier damage ranges than before.
  • Axe Neutral Light: Sped up Hit Window from 11 to 10; Increased Recover time on miss from 2 Fixed/9 Variable to 3 Fixed/9 Variable.
  • Axe Side Light: Slightly increased speed bonus from dash; Increased Recover time on miss from 5 Fixed/10 Variable to 5 Fixed/12 Variable; Increased Force from 72 Fixed/8 Variable to 72 Fixed/12 Variable.
  • Axe Down Light: Reduced coverage directly in front of the user.
  • Axe Ground Pound: Sped up Hit Window on ground collision from 6 to 3; Increased Recover time from 1 Fixed/22 Variable to 4 Fixed/22 Variable.
  • Gauntlets:
  • As a shorter range kit that has some built-in movement, yet little to no safety in coverage, the Gauntlets rely on general movement to get into position during combat. We have slightly increased their ability to use some of the kit’s built-in movement when approaching from a grounded position, with both the Side Light and the Side Air seeing increased dash speed bonuses.
  • Gauntlets Side Light: Slightly Increased speed bonus from dash.
  • Gauntlets Side Air: Increased speed bonus from dash.
  • Scythe:
  • Scythe users will find greater effective range from the Down Light, as it has gained slightly increased speed during a dash, aiding in catching slippery opponents. The Neutral Light has gained slightly increased reward for slightly greater risk when used unsuccessfully, as it is an excellent anti-air, as well as followups to a number of other powers. In similar fashion, the Ground Pound has had some of its power shifted as well, resulting in less Force and a shorter Hit Window, allowing for both a faster return of control as well as more clear and reliable avenues of escape for opponents who respond appropriately.
  • Scythe Neutral Light: Increased Recover time on miss from 3 Fixed/21 Variable to 3 Fixed/23 Variable; Increased Damage from 11 to 12.
  • Scythe Down Light: Increased speed bonus from dash; Increased Recover time on miss from 0 Fixed/16 Variable to 2 Fixed/16 Variable.
  • Scythe Ground Pound: Decreased Force from 65 Fixed/38 Variable to 65 Fixed/35 Variable; Sped up Hit Window from 8 to 7.
  • Signatures:
  • There are several Legends with one or two Signatures that stand too tall above the rest of their kit, and so we have shifted some power from those Signatures into their lesser used or weaker attacks. Notable changes include less coverage on Vraxx’s Neutral Lance for greater counterplay from grounded opponents, greater Recover time for Roland’s Down Sword as it could prove extremely difficult to find an opening, and pulling some of the strength from Asuri’s very threatening Neutral Katars in order to bolster the weaker Side Katars.
  • Vraxx Neutral Lance: Decreased Damage from 37 to 34; Reduced lower coverage, resulting in no longer striking grounded opponents.
  • Vraxx Down Blasters: Increased Damage from 22 to 25.
  • Sir Roland Down Sword: Increased Recover time from 16 to 20.
  • Sir Roland Neutral Sword: Increased Damage from 20 to 23.
  • Asuri Neutral Katars: Decreased Force from 55 Fixed/57 Variable to 55 Fixed/52 Variable.
  • Asuri Side Katars: Increased Damage from 20 to 23.
  • Ragnir Side Axe: Increased total Recover time on ground collision from 17 to 20.
  • Ragnir Down Katars: Increased Damage from 21 to 23.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Orion, Sentinel, Brynn, Koji, Nix and Caspian.
  • Bug Fixes:
  • Fixed a bug in Couch Mode where if a controller got disconnected while Striking Maps, the game leave you in a state where you couldn’t finish or back out of striking.
  • Fixed a rare bug where inputs could get mapped to two functions when setting controller bindings. If you were affected by this bug, reset your bindings and redo them to fix it.
  • Fixed a bug where in 8 player games where the KO streak notifications ('Dominating', 'Shutdown', etc) would still appear in the center of the screen even though the Broadcast has been moved over to the left side of the screen.
  • Fixed some powers that did not correctly register qualification for DI.
  • Fixed a bug causing weapons delivered by a sidekick horn to be stuck playing an animation loop when delivered out of camera bounds.
  • Fixed a bug where clicking both thumb sticks during the match preview screen in training mode could put the game into frame-stepping mode, which would just look like the game froze.
  • Fixed the P5-P8 roster selection icons from showing outlines of other numbers.
  • Fixed bug causing multiple audio sounds to stack when button mashing on a given frame
  • Fixed a bug that could occur in team Matchmaking lobbies with two players on different computers where if the leader backed out into spectating and quickly then rejoined the lobby, the game could get in a state where neither player could select the team color

New in Brawlhalla 2.80 (Oct 5, 2017)

  • Mallhalla:
  • Roland the Victorious - “Are you not entertained?”
  • Cryptomage Diana - “Scanning the streets of Miami Dome for rogue AI.”
  • The Sandstorm Chest is now available! The Sandstorm Chest is packed with 18 skins including three chest exclusive skins: Anubis Mirage, God King Teros, and Amun-Raza.
  • Brawl of the Week - Team Strikeout:
  • You and a teammate each pick your best 3 Legends and face off against an enemy team. Three Stocks for each player, run through your list of Legends as you lose Stocks. KO all Legends on the enemy team to win!
  • 2v2 Mapset
  • Friendly Fire OFF
  • 8 Minute Timer
  • 3 Legends. 3 Stocks.
  • Controller Support:
  • Added Mac support for XBox One S controller.
  • Added support for the Buffalo Classic usb gamepad for Windows.
  • Gameplay:
  • Grabs - In Team games where Team Damage is on, attacks with grab properties will favor grabbing players who are not on the same team as the grabbing player.
  • New Weekly Legend Rotation:
  • This week’s new Legend Rotation features Artemis, Barraza, Yumiko, Queen Nai, Sir Roland, and Wu Shang.
  • Bug Fixes:
  • Fixed a bug in friendly 2v2 where the matchmaking could possibly put you on the wrong servers.
  • Fixed an arm that would disappear during Diana's Neutral Bow signature.
  • Fixed a typo in the new dash helpful hints. (Credit: SydBarrett)
  • Fixed a crash when opening the Games List Filters and closing them

New in Brawlhalla 2.79 (Sep 28, 2017)

  • Mallhalla:
  • New Podium: The Upstage - “A killer pillar.”
  • This is the last week the Dragon Chest will be available in Mallhalla.
  • Brawl of the Week - KO Mania:
  • 1v1
  • 300% Damage
  • First to 5 KOs wins!
  • Networking:
  • Further improvements to the algorithm that tries to handle lag spikes. More sampling is done during laggy periods to try to detect when it goes away. Increased the pool size so that more samples are required before treating the lag as an extended spike. Please let us know if your experience has improved!
  • Server notifications are no longer in all caps.
  • "Reconnected" and "Disconnected" are now spelled out properly in the player/controller gameplay prompts.
  • Sound:
  • Reduced the overall volume of the character lock in audio effect.
  • You no longer hear an additional sound effect for the ready banner during character select.
  • Test Features:
  • The cooldown reduction on hit that is currently in test features is undergoing review for edge cases with balance concerns. During this initial pass, a number of the Ground Pound attacks were found to be too oppressive at the current test values, particularly in light of each weapon’s other available downward aerial attack options. We have adjusted these powers to be in a more reasonable range, while still being a reduction over the standard values. We expect there to be one more pass for the aerial light attacks next week.
  • Unarmed Ground Pound: Cooldown Increased from 6 to 11 (compared to 19 on live).
  • Sword Ground Pound: Cooldown Increased from 12 to 14 (compared to 18 on live).
  • Lance Ground Pound: Cooldown Increased from 7 to 10 (compared to 15 on live).
  • Katar Ground Pound: Cooldown Increased from 10 to 12 (compared to 22 on live).
  • Bow Ground Pound: Cooldown Increased from 6 to 10 (compared to 14 on live).
  • Gauntlets Ground Pound: Cooldown Increased from 7 to 11 (compared to 16 on live).
  • Scythe Ground Pound: Cooldown Increased from 5 to 9 (compared to 12 on live).
  • Balance:
  • As balance begins to settle after the addition of dash and the included dodge and power changes, we have made a few adjustments to increase the ease of use or reward of some of the underperforming weapon kits to help them better compete on the battlefield. We have also reined in some weapons that have grown in strength beyond their peers due to the changes in game mechanics. As we draw closer to the World Championship in November, we will have another rapid balance patch before initiating a balance lock so all competitors may have ample time to practice for BCX.
  • Hammer:
  • The Hammer is hanging around the middle of the pack, meeting expectations in most cases as a large, powerful weapon. We have given it a minor boost to the lower range of damage on one of its most used attacks, the Side Light, in order to help this weapon gain more reward without altering its flow of gameplay.
  • Side Light: Increased Damage of the later soft-hit from 12 to 14.
  • Spear:
  • The Spear has slightly fallen behind the other weapons with the addition of dash, so we have increased the utility of the Side Light, restoring some of its lost relative range and stage control.
  • Side Light: Increased speed bonus gained during a dash/chase dodge.
  • Blasters:
  • As another weapon that is currently meeting expectations, we have increased the reward for its grounded approach option for slightly easier followups or gain of stage control.
  • Side Light: Increased Stun from 20 to 21.
  • Lance:
  • The Lance can currently build damage a bit too quickly, so we have reduced the reward on the Side Air. As this power is a common choice for following up a Side Light, as well as being very popular in general combat, this should result in a moderate decrease in the Lance’s damage potential over the course of a match.
  • Side Air: Decreased Damage from 20 to 18.
  • Katars:
  • The Katars have seen a good deal of tournament play, and have benefited greatly from the new dodge and momentum adjustments. We have opened up some interactions, focusing on the flow of attacks with consideration of common use for interrupting opponents. Followups from a Neutral Light will have slightly larger gaps for escape or counter attacking, while the Down Light has had its risk increased in the form of Recover time on miss. The Side Air now attacks a bit slower, resulting in slightly larger gaps during aerial strings, as well as less power when attempted as a high-force interrupt attack.
  • Neutral Light: Decreased Stun from 16 to 15.
  • Down Light: Increased Recover time on miss from 2 Fixed/18 Variable to 4 Fixed/18 Variable.
  • Side Air: Increased Time to Hit from 10 to 12.
  • Axe:
  • We have adjusted the speed bonus on the Axe’s Side Light, as it was too generous and became overused in the kit. While keeping it a useful approach option, we have also reduced the reward to be more in line with other similar attacks.
  • Side Light: Decreased speed bonus from a dash/chase dodge; Decreased Damage from 13 to 12.
  • Bow:
  • The Bow is currently underperforming when compared to other weapon kits, so we have increased the responsiveness on some of its key grounded attacks. Less Time to Hit on both the Neutral Light and Side Light will give this weapon faster anti-airs and grounded approaches, helping it keep up with the pace of other movesets.
  • Neutral Light: Decreased Time to Hit from 9 to 8.
  • Side Light: Decreased Time to Hit from 13 to 12.
  • Signatures:
  • We are adjusting a few notable Signature attacks in this pass, aimed at increasing the risk for some overly safe options to match the potential reward in the case of Caspian and Jhala. We have also given a boost to a couple underperforming legends who had Signatures that were too stiff after use, bringing their utility and appeal up to par with other similar attacks.
  • Ada Down Spear: Decreased Recover time from 13 to 11.
  • Caspian Side Katars: Increased Minimum Charge Time from 5 to 7; Increased Recover time on miss from from 8 to 10.
  • Azoth Neutral Bow: Decreased Recover time from 18 to 16.
  • Jhala Down Sword: Increased Recover time from 4 to 7.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Ada, Cassidy, Mordex, Ragnir, Scarlet, and Val.
  • Bug Fixes:
  • Fixed a training bug where the bots last input would continue to be held down if you switched them from an AI mode to either Mimic or Mirror.
  • Fixed a bug where sword side sound effect would play incorrectly.
  • Fixed bug causing paging arrows to play audio feedback twice.
  • Fixed bug causing podiums primer to remain displayed when switching from the Podiums store tabs to the Chests or Avatar tabs when there are no podium items for sale.
  • Fixed a bug where holding down a controller button while watching a replay would repeatedly play the UI click noise, making an awful buzzing sound.
  • Fixed a long-standing bug where your Account Level and Gold could erroneously be set to 0 after a game of Strikeout or Switchcraft.
  • Fixed a rare bug that could cause the server to erroneously show everyone as getting 0th place on the scoreboard screen

New in Brawlhalla 2.78 (Sep 21, 2017)

  • New Ragnarök Chest:
  • The Ragnarök Chest has been discovered! This chest contains an assortment of 18 skins and three chest exclusive skins, which are
  • Fenrir Mordex
  • Nidhogg Nai
  • Jotun Ulgrim
  • Enjoy The School Year:
  • The Back To School event has come to a close. You can still purchase the skins and avatars from this event for one extra week. Good luck at school this year!
  • Brawl of The Week - Platform King:
  • Stay on the red platform to score points as it moves around the map.
  • Four players.
  • Two minutes.
  • Highest score wins!
  • Achievements:
  • Brawlhalla achievements on Steam are now live!
  • If you’ve previously met requirements for achievements related to Gold earned you will receive that achievement when receiving gold again.
  • If you've previously met requirements for achievements related to Account Level you will receive that achievement after your first online game.
  • If you've previously met requirements for achievements related to Legend Level you will receive that achievement after leveling up any Legend to level 5 or higher.
  • All other achievements will need to be earned anew.
  • Note: PS4 Trophies will be activated in a later patch.
  • Networking:
  • Changed networking algorithm slightly so that delay will respond to lag spikes more quickly, but also they should clear up more quickly. You shouldn’t need to logout and back in to help clear up the effects of the lag spike. Please let us know how this affects you.
  • Keybinding Improvements:
  • Num Lock Protection: PC players who rebind controls to number pad keys while Num Lock is on will also have those bindings mirrored to work in case the Num Lock key is accidentally pressed off during play.
  • For example, if you bind Primary Quick Attack to "NUM_1", Secondary Quick Attack will automatically get bound to "End". Likewise, binding Secondary Quick Attack to "NUM_1" will automatically bind Primary Quick Attack to "End".
  • It will not work this way if Num Lock is off, however, so binding Primary Move Left to "Left" will not also bind Secondary Move Left to "NUM_4".
  • This is done when you are setting bindings, so it will
  • not
  • be done retroactively. Any current custom keyboard bindings you have will
  • not
  • be affected by this change. You must rebind your controls if you want this to take effect.
  • Sounds:
  • New Dash sounds!
  • Button click audio feedback is now more prominent.
  • All UI screens now play feedback audio when a cursor moves and or makes a selection.
  • Added notification feedback audio for bottom left popup.
  • Added level roulette animation audio feedback to character select.
  • Added level selection audio feedback to character select.
  • Added Ready Banner and general Legend lock in audio feedback to character select.
  • Added audio feedback for login gold bonus screen.
  • Improved chest opening fanfare audio in store.
  • Refund item feedback audio added to the store.
  • Purchase feedback audio added to the store.
  • The purchase feedback view in the store will now play audio feedback for Legends.
  • The item view in the store will now play audio feedback for Legends.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Bodvar, Caspian, Diana, Jhala, Mirage, and Ulgrim.
  • Bug Fixes:
  • Fixed a bug that delayed Fast Fall after a Dash Jump if holding forward. (Credit: Diakou)
  • Fixed a bug causing UI sounds triggered by mouse interactions to play louder than ones triggered by keyboard and controller.
  • Fixed a bug in Training and the Powers Viewer where keyboard inputs while paused would all get saved and executed once the next frame was reached. It will now work the same as controllers do where only inputs that are still held when the next frame is reached are registered

New in Brawlhalla Season 6 Update (Sep 14, 2017)

  • Mallhalla:
  • Wendigo Sidekick - “That ravenous howling isn’t just the wind!”
  • Scythe Skin: Seraph’s Message - “Hark the herald angel stings!”
  • Brawl of the Week - Double KO Mania:
  • 2v2 Teams
  • 300% Damage
  • Friendly Fire is OFF
  • Standard 2v2 Mapset
  • Season 6 - Rewards and Soft Elo reset:
  • If you’re new to Seasons, here’s some of the information you should know. You’re going to have a soft elo reset, and you’ll also receive Glory, the currency you receive for playing ranked. You can use it in a special section of Mallhalla to get special colors and weapon skins to show your dedication to your favorite Legend. We hope you enjoy your rewards and enjoy Season 6!
  • Soft Elo Reset Formula:
  • Soft Elo Reset is based on your current elo at the end of the season.
  • 1v1 and 2v2 Personal Rating:
  • Under 1400: New Elo = Old Elo
  • Over 1400: New Elo = 1400 + (Old Elo – 1400) / (3 – (3000 – Old Elo) / 800)
  • 2v2 Team and Legend Rating:
  • 2v2 Team & Legend Ratings have been brought closer to 750.
  • Under 2000: Elo = (Elo + 375) / 1.5
  • Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
  • Glory Earnings Calculation:
  • Glory earned is based on a combination of your Highest Peak Rating (highest 1v1, 2v2, team, or Legend rating/elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory.
  • You gain 20 Glory per win up to 150 wins which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less.
  • Note: There is a minimum requirement of 10 games played to be eligible for Glory based on your rating.
  • Ranked Borders from Season 5:
  • If you placed in gold or better in your best rating, you are given a ranked border that people will see in the match preview screen. There are ranked borders for gold, platinum, and diamond tiers. These will last for one season and will be updated again after Season 6.
  • Your border from Season 4 does not carry over or have any impact on your Season 5 border.
  • Ranked Avatars from Season 5:
  • Ranked Avatars include prestigious versions for those who’ve placed in high ranks during previous seasons. For example, if you placed in Platinum last season and Gold this season you’ll receive the upgraded versions of the Competitor’s Badge and Gold Emblem. You will still have your original Platinum Emblem avatar from Season 4.
  • You must play a minimum of 10 games to receive ranked avatars / borders at ANY rank.
  • Competitor’s Badge: Awarded to anyone who plays 10 Ranked Games or more.
  • Gold Emblem: Awarded to players who finish at Gold or above.
  • Platinum Emblem: Awarded to players who finish at Platinum or above.
  • Diamond Emblem: Awarded to players who finish at Diamond.
  • Upgraded versions of Ranked Avatars are awarded to those who have earned the same Avatar in Seasons 1-5.
  • Dash and Dodge Changes:
  • When we set out to try Dash earlier this year, we had five goals in mind
  • Adding depth to the neutral game by giving tools for approach and footsies that don’t rely on invulnerability.
  • Making a player on the ground more dangerous to a player that’s airborne.
  • Implementing a system where we can more strictly limit its use for avoiding combat without making general movement in the game feel worse.
  • Making the edges of the stage more meaningful so that a player who has to take to the air in a runaway situation feels like they’re forfeiting some map control and can be more easily be caught up to.
  • Creating room to pull some power, mobility, and complexity away from Dodge.
  • We appreciate all your feedback in making the changes that have come since, and hope that where we are now has shown progress in all five.
  • While these changes won't address every issue with the meta, we believe they've turned a corner in giving power to the player that attacks first, as well as making more exchanges end in a hit instead of a reset to neutral. We'll be watching to see how the meta develops and continue to make adjustments as things settle.
  • Thanks again. We hope you enjoy a very different Season 6.
  • Dash has been added to Brawlhalla!
  • All dashing can be done from a standstill or while running on the ground for a burst of speed!
  • Chase and Chain Dodges after a hit are still possible, but Speed Dodges in neutral and grounded directional Dodges have been removed.
  • Slow Dodge durations and grounded cooldowns have been reduced. Dodge recover frames have been removed.
  • To Dash:
  • Press any direction + Dodge while on the ground.
  • Neutral + Dodge will still perform a Spot Dodge, which can now slide if input while moving.
  • Back + Dodge will perform a Back Dash, which keeps the same facing and has some recover frames.
  • To Dash Jump:
  • Dash and press Jump.
  • Dash Jump is a fast moving low jump that quickly leaps over the threat of many ground attacks.
  • Additional Dash Options:
  • Dashing comes with a number of additional options for impacting how you move and maneuver around opponents. These include things like sprinting, dash dancing, chase throw, slide dodging, dash braking and more!
  • Dash Animation & Sound:
  • Added new Dash fx animations.
  • Added new sounds for Dash.
  • Jump animations have been adjusted to better compliment new dash fx.
  • Balance:
  • This week’s balance changes are centered around how each kit interacts with the others in light of the new mobility that Dash offers, as well as the updated dodge speed and duration. A number of attacks that did not yet have their speed bonuses and friction tuned for dash have been updated. We have also updated several attacks with larger Hit Windows to be better timed with the new dodge duration, as well as altering several kits that benefit greatly from dodge punishes. All Recovery attacks have also been updated to better fit with the new dodge distance and general off-stage play.
  • Unarmed:
  • The Unarmed kit has received several adjustments as a kit that relies more on mobility, and therefore is served greatly by dashing. It’s fastest option, the Neutral Light, has traded some of its speed into the Side Light for approaching targets, while some of the more powerful tools in its kit have been reigned in some to account for the increased ease of use provided by dash mobility.
  • Neutral Light: Increased Time to Hit from 3 to 4.
  • Side Light: Decreased Time to Hit from 9 to 8
  • Down Light: Decreased upward vertical reach; Decreased speed bonus from a dash/chase dodge.
  • Recovery: Increased distance travelled; Increased Recover Time on miss from 5 Fixed 16 Variable to 5 Fixed 19 Variable.
  • Ground Pound: Rehitboxed, resulting in tighter coverage above and behind the user; Decreased Force from 48 Fixed/50 Variable to 48 Fixed/48 Variable.
  • Neutral Heavy: Tightened coverage towards the rear of the user; Decreased Hit Window from 7 to 6; Decreased Recover time from 7 Fixed/16 Variable to 4 Fixed/16 Variable.
  • Sword:
  • As a kit that already affords a great deal towards freedom of movement, some of the Sword’s already powerful options have been altered for more meaningful attack selection. In pulling some power away from the Down Air, the Ground Pound will see its role as the strong downward attack become more prominent.
  • Neutral Light: Slightly decreased horizontal range; Decreased Stun from 22 to 21.
  • Side Light: Decreased speed bonus from a dash/chase dodge; Decreased hitbox height on the first three active frames.
  • Down Light: Decreased speed bonus from a dash/chase dodge; Decreased upper vertical range.
  • Side Air: Decreased Hit Window of second swing from 4 to 3; Decreased Stun from 23 to 22; Decreased vertical coverage.
  • Down Air: Decreased lower vertical range; All active frames in Hit Window are now identical at the values of the later frames, i.e. 16 Damage and Force of 52 Fixed/32 Variable.
  • Recovery: Decreased Active Frames from 25 to 19, resulting in decreased distance travelled.
  • Ground Pound: Increased Force from 50 Fixed/40 Variable to 50 Fixed/44 Variable.
  • Hammer:
  • Similar to the Sword, the Hammer sees some changes to better focus its differences between attacks. The Side Air now has a tighter directional threat, while some of the upward attack power has been shifted from the Recovery into the Neutral Air, given the Recovery’s utility and gain of positional advantage.
  • Neutral Light: Reduced hitbox height.
  • Side Light: Increased Time to Hit from 12 to 13; Added a hop to raise hitbox height; Slightly increased distance traveled.
  • Down Light: Slows momentum starting at the first active frame, should make follow up hits easier when used at high speed.
  • Neutral Air: Decreased Time to Hit from 17 to 16.
  • Hammer Side Air: Decreased upper and lower vertical range.
  • Recovery: Increased distance travelled; Reduced Active Frames from 5 to 4; Increased Recover Time on miss from 3 Fixed 19 Variable to 3 Fixed 22 Variable; Decreased Force from 48 Fixed/36 Variable to 45 Fixed/33 Variable
  • Blasters:
  • The Blasters have received several quality of life improvements in the form of shorter overall attack durations. Some of this time has been cut from active frames, while others have been cut from the timing between blasts. This newfound speed will help the Blasters keep up with other kits that attempt to dash in on them, although it comes at the price of less overall damage.
  • Neutral Light: Decreased time between the first two shots from 16 to 15; Decreased time between second and third shot from 19 to 17; Decreased Damage from 19 to 17.
  • Side Light: Decreased speed bonus from a dash/chase dodge.
  • Down Light: Decreased Hit Window of first two shots from 5 to 4; Decreased time between second and third shot from 7 to 6; Decreased Damage from 22 to 18.
  • Side Air: Decreased Hit Window from 10 to 8; Slightly Decreased vertical range, resulting in a regular dash jump Side Air no longer hitting targets standing on the ground.
  • Recovery: Increased Time to Hit from 9 to 11, and Decreased time between penultimate hit and the final shot from 11 to 9, resulting in decreased distance travelled; Recover Time on hit changed from 0 Fixed/18 Variable to 0 Fixed/17 Variable; Recover Time on miss changed from 0 Fixed/18 Variable to 0 Fixed/19 Variable.
  • Spear:
  • Several of the Spear’s lengthier attacks, or ones that covered a great deal of area when coupled with a dash or dash jump, have been reigned in to better suit the new dodge duration. The Spear remains a versatile weapon that has an excellent anti-air in the form of the Down Light, that is perfect for catching opponents who approach with a dash jump, or for catching aerial opponent’s with a dash of your own.
  • Neutral Light: Increased Time to Hit from 5 to 6; Slightly reduced hitbox height.
  • Side Light: Decreased speed bonus from a dash/chase dodge; Decreased hitbox height and slightly increased hitbox width on the first swing; Stun Time reduced from 20 to 19.
  • Down Light: Decreased Time to Hit from 11 to 10; Decreased Stun from 26 to 25.
  • Neutral Air: Decreased Hit Window from 10 to 8; Increased Recover Time from 7 Fixed/17 Variable to 8 Fixed/17 Variable.
  • Down Air: Decreased Hit Window from 5 to 4; Decreased Stun from 12 to 11.
  • Recovery: Increased distance travelled; Reduced Active Frames from 22 to 16; Increased Recover Time on miss from 1 Fixed 23 Variable to 1 Fixed 27 Variable.
  • Rocket Lance:
  • Several attacks on the Rocket Lance kit have had their Hit Windows reduced to better fit with the new dodge duration, although the Recovery will now cover a slightly greater distance, even without charging it.
  • Side Light: Decreased Hit Window from 11 to 8.
  • Neutral Air: Decreased coverage near the user; Slightly increased coverage towards the outside of the attack.
  • Side Air: Decreased Hit Window from 10 to 8.
  • Down Air: Decreased Hit Window from 13 to 10.
  • Recovery: Increased distance travelled; Increased Recover Time on miss from 2 Fixed 17 Variable to 2 Fixed 19 Variable.
  • Katars:
  • Most of the changes surrounding Katars involve how they interact with dash jump heights and approaches, as their versatile moveset holds a number of potential uses for both approaching with a dash jump, as well as several ways to defend from an opponent’s dash or dash jump approach. These abilities have been reigned in slightly to allow for more even counterplay across the other weapons.
  • Neutral Light: Decreased hitbox width.
  • Side Air: Slightly Decreased lower vertical reach during the later frames, resulting in a normal dash jump Side Air no longer hitting opponents standing on the ground.
  • Recovery: Increased distance travelled; Reduced Active Frames from 21 to 17; Increased Recover Time on miss from 1 Fixed 16 Variable to 1 Fixed 18 Variable.
  • Bow:
  • The Bow has a great deal of reach and a fair amount of movement built into its kit, which is all augmented by the instant acceleration afforded by dashing. Some strings have had their dodge windows widened to fall in line with the increased ease of use this quick mobility provides.
  • Side Light: Decreased speed bonus from a dash/chase dodge.
  • Down Light: Decreased speed bonus from a dash/chase dodge.
  • Down Air: Increased Time to Hit from 13 to 14; Increased Stun of far version from 17 to 19; Decreased Stun of close version from 21 to 18.
  • Recovery: Increased distance travelled; Increased Recover Time on miss from 1 Fixed 19 Variable to 1 Fixed 21 Variable.
  • Axe:
  • With all the new avenues of approach and movement, the Axe kit was decidedly lacking in different attack options. Many of its attacks had overlapping areas of threat, so we have shaped each ground attack to serve a clearer role. This has resulted in a shallower Neutral Light, a farther reaching Side Light, in order to differentiate them from the Down Light anti-air.
  • Neutral Light: Decreased hitbox height and slightly increased hitbox width on the first swing; Decreased speed bonus from a dash/chase dodge.
  • Side Light: Increased Time to Hit from 12 to 13; Increased distance traveled.
  • Down Light: Decreased speed bonus from a dash/chase dodge.
  • Recovery: Increased distance travelled; Increased Recover Time on miss from 2 Fixed 14 Variable to 2 Fixed 16 Variable.
  • Gauntlets:
  • As a moderately mobile kit to begin with, the Gauntlets have seen a considerable boost in utility as dashing enters Brawlhalla. We have adjusted the speed bonuses granted by dashing and chase dodging to be in line with other comparable options among the other kits, especially considering the formidable span of ground that the Down Light and Side Light can command.
  • Neutral Light: Decreased speed bonus from a dash/chase dodge.
  • Side Light: Decreased speed bonus from a dash/chase dodge; Increased Recover time on miss from 3 Fixed/20 Variable to 4 Fixed/20 Variable; Decreased Stun from a range of 24~20 to a range of 23~19.
  • Down Light: Decreased speed bonus from a dash/chase dodge.
  • Side Air: Decreased speed bonus from a dash/chase dodge; Decreased Hit Window from 10 to 8.
  • Recovery: Increased distance travelled; Increased Recover Time on miss from 7 Fixed 10 Variable to 7 Fixed 12 Variable.
  • Scythe:
  • Since the Scythe can capitalize on poorly timed dodges with terrifying strings of attacks, the new dodge durations have a large impact on the strength of this weapon. We have widened some dodge windows and adjusted the speed bonuses gained from dashing to bring the Scythe’s strength in line with most other weapons.
  • Neutral Light: Increased Recover time on miss from 3 Fixed/19 Variable to 3 Fixed/21 Variable.
  • Side Light: Decreased speed bonus from a dash/chase dodge; Decreased Hit Window from 10 to 9.
  • Down Light: Increased Time to Hit from 10 to 11; Slightly reduced hitbox width; Hitbox height decreases after the first three active frames; Decreased Stun of the soft version from 28 to 26.
  • Side Air: Decreased Stun from 22 to 20.
  • Down Air: Increased Recover time on miss from 1 Fixed/24 Variable to 2 Fixed/24 Variable; Decreased Force of the aerial release from 58 Fixed/33 Variable to 52 Fixed/30 Variable.
  • Recovery: Increased distance travelled; Reduced Active Frames from 13 to 9; Increased Recover Time on miss from 0 Fixed 22 Variable to 0 Fixed 24 Variable.
  • The following Signatures have all received adjustments to their speed bonuses gained when performed from a dash or chase dodge. They have been brought in line with other comparable Signature attacks.
  • Bodvar Neutral Hammer
  • Bodvar Neutral Sword
  • Orion Neutral Spear
  • Queen Nai Neutral Katars
  • Queen Nai Down Katars
  • Queen Nai Side Spear
  • Hattori Neutral Spear
  • Hattori Neutral Sword
  • Hattori Side Sword
  • Sir Roland Side Lance
  • Sir Roland Down Lance
  • Thatch Side Sword
  • Thatch Down Sword
  • Thatch Down Blasters
  • Sentinel Side Katars
  • Sentinel Neutral Hammer
  • Sentinel Side Hammer
  • Teros Down Hammer
  • Teros Side Hammer
  • Teros Neutral Axe
  • Asuri Neutral Sword
  • Asuri Side Katars
  • Asuri Neutral Katars
  • Barraza Neutral Blasters
  • Diana Down Blasters
  • Diana Side Bow
  • Jhala Side Sword
  • Jhala Side Axe
  • Jhala Down Axe
  • Wu Shang Side Gauntlets
  • Wu Shang Down Gauntlets
  • Val Side Sword
  • Val Down Sword
  • Val Side Gauntlets
  • Ragnir Neutral Axe
  • Ragnir Down Axe
  • Cross Side Blasters
  • Nix Down Blasters
  • Nix Side Blasters
  • Mordex Side Gauntlets
  • Mordex Down Gauntlets
  • Yumiko Side Bow
  • Artemis Side Lance
  • Training Room:
  • What was called "Mirror" control mode is now called "Mimic".
  • There's now a new "Mirror" Control Mode, similar to "Mimic" except the Left/Right inputs are inverted.
  • Choose Mimic if you want the training dummy to match your every move.
  • Choose Mirror if you want the training dummy to run towards you when you run towards it.
  • New Legend Rotation:
  • This week’s Legend Rotation features Orion, Hattori, Ember, Koji, Kor, and Nix.
  • Bug Fixes:
  • Fixed a bug where being interrupted after ending Dodge on a wall could reset Dodge cooldown. (Credit: Diakou)
  • Fixed a layering issue in the slow clap animation (credit: lilNebula)
  • Fixed some cases where the Dash anim would fail to interrupt other animations. (Credit: iLLu, Fatul)
  • Fixed a bug where low speed characters would slide significantly farther after a Dash. (Credit Luxcifer)
  • Fixed a bug that allowed Chase Dodges to face backward after turning.
  • Fix bug with Bodvar's beard on his Draugr skin.

New in Brawlhalla 2.76 (Sep 7, 2017)

  • Mallhalla:
  • Fangwild Kor - “A living shard of the ancient forest!”
  • Sky Scourge Jhala - “No greater terror in the skies, except for maybe mecha dragons.:
  • Brawl of the Week:
  • A game of quick alliances, and sudden betrayals.
  • 3 Player FFA
  • 3 Minutes Timed
  • User Interface:
  • New character select sounds have been added for the following Legends:
  • Caspian
  • Mirage
  • Teros
  • Ulgrim
  • Kor
  • Orion
  • Sentinel
  • Asuri
  • Barraza
  • Ember
  • Azoth
  • Jhala
  • Koji
  • Wu Shang
  • Diana
  • Val
  • Cross
  • Nix
  • Yumiko
  • Training Room:
  • The bot in Training Mode will now have the same taunts assigned as the player.
  • New Control option in Training Mode: Mirror. With this on, the bot will be controlled by the same inputs as the player. This can be useful for answering previously hypothetical questions such as “What happens when Nix and Mordex side signature at the same time?”
  • Modified Test Features:
  • One of the early player concerns about the loss of invulnerable approaches on the ground focused on how to get in on an enemy using a high priority attack like Spear Neutral Light.
  • With this week's changes, if a Dash Jump is input on or before the same frame as the Spear NLight or SLight, it will safely leap over them. However, the Spear Down Light is a little more dangerous for when players get too reliant on this approach.
  • The grounded attacks of several other weapons have likewise been tweaked to separate the responses to a Dash approach versus a Dash Jump approach a little more and force more of an intentional choice for both attacker and defender.
  • Expect more changes next week with Season 6 to further adjust for the increased momentum and decreased invulnerability of Dash and Dodge.
  • Dash:
  • Dash Jump arc leaves the ground faster and reaches a shorter max height.
  • Reduced forward Dash startup when landing from 7 to 6.
  • For a full list of dash mechanics in comparison to live, take a look at this reddit post.
  • Test Feature Power Changes:
  • Sword Side Light - Decreased hitbox height on the first three active frames.
  • Hammer Neutral Light - Reduced hitbox height.
  • Hammer Side Light - Increased Time to Hit from 12 to 13; Added a hop to raise hitbox height; Slightly increased distance traveled.
  • Hammer Down Light - Slows momentum starting at the first active frame, should make follow up hits easier when used at high speed.
  • Spear Neutral Light - Increased Time to Hit from 5 to 6; Slightly reduced hitbox height.
  • Spear Side Light - Decreased hitbox height and slightly increased hitbox width on the first swing; Stun Time reduced from 20 to 19.
  • Spear Down Light - Decreased Time to Hit from 11 to 10.
  • Blasters Recovery: Increased Time to Hit from 9 to 11, and Decreased time between penultimate hit and the final shot from 11 to 9, resulting in decreased distance travelled; Recover Time on hit changed from 0 Fixed/18 Variable to 0 Fixed/17 Variable; Recover Time on miss changed from 0 Fixed/18 Variable to 0 Fixed/19 Variable.
  • Katar Neutral Light - Decreased hitbox width.
  • Axe Neutral Light - Decreased hitbox height and slightly increased hitbox width on the first swing.
  • Axe Side Light - Increased Time to Hit from 12 to 13; Increased distance traveled.
  • Scythe Down Light - Increased Time to Hit from 10 to 11; Slightly reduced hitbox width; Hitbox height decreases after the first three active frames.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Artemis, Asuri, Azoth, Cassidy,Cross, and Gnash!
  • Bug Fixes:
  • Fixed a bug so that Best Legend in Ranked 1v1 no longer takes tier into account (Credit: /u/Tyreathian).
  • In Test Features, fixed a bug that gave Exhausted Hammer Recovery extra upward movement (Credit: AgedSwiss).
  • Fixed a bug where the name of the Queue on replays would show up as "Unknown" if not connected to the Brawlhalla servers.
  • Fixed a bug that applied extra recover time to Blasters Recovery in Test Features.
  • Fixed a bug that could cause jump animations to stop early

New in Brawlhalla 2.75 (Aug 31, 2017)

  • Back to School:
  • Detention Ada - “Being bad feels pretty good, huh?”
  • Greased Lightning Koji - “He’s got the chops!”
  • First Day Asuri - “Don’t forget your bus number!”
  • Avatar - Brawlhalla 101
  • Avatar - Oodles of Doodles
  • [Home Team Colors - Show off your school pride with these black, red, and gold colors.[/*]
  • Back to School bonus +250 gold per login! Please remember that protecting your lunch money is up to you and your clan.
  • Mallhalla - The Dragon Chest:
  • The glorious treasures long hoarded by a dangerous dragon are now available for purchase in Mallhalla! The Dragon’s Chest contains 18 Legend Skins total and three unique skins that are
  • Elven Ranger Diana
  • Lord Sentinel
  • Dragonslayer Val
  • New Queue - Friendly 2v2:
  • The three weeks of Friendly 2v2 as the Brawl of the Week was incredibly successful! We know you all loved the game mode, so we have decided to make it permanent! We hope you enjoy this new permanent edition to the game, and may all your 2v2 brawls be filled with risky plays and gloriously coordinated combos.
  • Friendly 2v2 is now a permanent queue!
  • Same rules as during Brawl of the Week (standard 2v2 maps and rules with Team Damage OFF)
  • Brawl of the Week - Brawlball Bash:
  • 3v3 Brawlball
  • Queue solo or with friends
  • First to three scores win
  • Modified Test Features:
  • This week, we're looking into pulling a final bit of power from aerial dodges by moving some recover distance from them to Recovery attacks.
  • With this change, the variation between travel distance of the different Recovery powers becomes more meaningful, so we've brought some of the outliers like Sword closer to the middle.
  • Some Recover Time on miss has been added to the powers that increased travel distance to adjust for their continued movement making them less punishable.
  • Expect a number of other power adjustments over the next few weeks, including more iteration on the Recovery attacks. In particular, we plan to audit aerial powers with high active frames now that the Dodge duration is significantly reduced, and tweak ground kits to make defending against a Dash approach or a Dash jump approach a choice with clearer right and wrong options.
  • The 4 frame startup on directional dodges has been removed. Most of the feedback on it suggested that the dodge window on a string not being the same across all options caused more confusion than it solved problems.
  • Startup on forward Dash has been reduced by a frame to make the minimum timing for canceling it into an attack when following up a hit the same as a Chase Dodge. It also increases the relative power of Dash versus a Backdash or other defensive options in neutral.
  • Dodge:
  • Directional and chase dodges returned to having 2 startup. Directional dodges are now 2 startup / 12 active / 0 recover.
  • Reduced movement speed of directional dodges; Increased travel distance of Recovery powers to compensate.
  • Increased the window for getting a directional Dodge when leaving stun from 2 frames to 4.
  • Attempting to Chain Dodge backward will still result in a Spot Dodge, but will cancel all forward momentum.
  • Fixed a bug that prevented downward Chain Dodge while grounded.
  • Dash:
  • Reduced forward Dash startup from 3 to 2. Chained Dash startup is unaffected.
  • Test Feature Power Changes:
  • Unarmed Recovery - Increased distance travelled; Increased Recover Time on miss from 5 Fixed 16 Variable to 5 Fixed 19 Variable.
  • Sword Recovery - Decreased Active Frames from 25 to 19, resulting in decreased distance travelled.
  • Lance Recovery - Increased distance travelled; Increased Recover Time on miss from 2 Fixed 17 Variable to 2 Fixed 19 Variable.
  • Hammer Recovery - Increased distance travelled; Reduced Active Frames from 5 to 4; Increased Recover Time on miss from 3 Fixed 19 Variable to 3 Fixed 22 Variable.
  • Blasters Recovery - No changes this week.
  • Spear Recovery - Increased distance travelled; Reduced Active Frames from 22 to 16; Increased Recover Time on miss from 1 Fixed 23 Variable to 1 Fixed 27 Variable.
  • Katars Recovery - Increased distance travelled; Reduced Active Frames from 21 to 17; Increased Recover Time on miss from 1 Fixed 16 Variable to 1 Fixed 18 Variable.
  • Axe Recovery - Increased distance travelled; Increased Recover Time on miss from 2 Fixed 14 Variable to 2 Fixed 16 Variable.
  • Bow Recovery - Increased distance travelled; Increased Recover Time on miss from 1 Fixed 19 Variable to 1 Fixed 21 Variable.
  • Gauntlets Recovery - Increased distance travelled; Increased Recover Time on miss from 7 Fixed 10 Variable to 7 Fixed 12 Variable.
  • Scythe Recovery - Increased distance travelled; Reduced Active Frames from 13 to 9; Increased Recover Time on miss from 0 Fixed 22 Variable to 0 Fixed 24 Variable.
  • Animation:
  • Minor layering tweak for Ada's character select pose.
  • Replays:
  • Jumping forward in a replay by clicking on the scrub bar will now be instant, like jumping backward is, as long as that part of the replay has already been simulated.
  • Performance:
  • Small decrease to the size of memory footprint during long games.
  • Reduced memory usage for animated weapons and bones.
  • New Legend Rotation:
  • This week’s Legend Rotation features Lord Vraxx, Teros, Val, Mordex, Yumiko, and Queen Nai.
  • Bug Fixes:
  • Fixed the random head from having incorrect bones show up.
  • Fixed a rare bug where the game would crash if you refunded the last item in your. purchases list and managed to move your cursor to the right before hearing back from the server

New in Brawlhalla 2.74 (Aug 24, 2017)

  • Mallhalla - New Scarlet and Gnash skins:
  • Epic Skin - Mad Genius Scarlet!
  • "Animated weaponry is the latest advancement in Valhallan technology to be devised by Scarlet and her faithful collab-rat Cheddar."
  • Her weapons are infused with the electrifying power of science!
  • Includes her trusty sidekick - Cheddar.
  • Chrometooth Gnash - “Makes a great pelt. Slightly harder to eat."
  • Brawl of the Week - Unranked 2v2:
  • Week Three of Unranked 2v2 is here! We hope you enjoy this final week of 2v2 Unranked, and we’re looking forward to pouring over the data and all your feedback!
  • Unranked 2v2
  • Friendly Fire is OFF
  • Standard 2v2 Rules & Maps
  • Modified Test Features:
  • This week brings a few more experiments on Dash and Dodge. We're trying a 4 frame startup on directional Dodge to force choices between the safety of movement and the safety of faster invulnerability.
  • Naturally, this will need a rework of string routes throughout the game for its effects to be fully intentional, but we're throwing it in as a rough test. Expect a few unintended interactions that would be addressed before hitting ranked. We've heard feedback asking for more control on the momentum of grounded Spot Dodge. Players can now increase friction to stop its movement sooner. Another frustration point in feedback is the reduced strength of approach options with the removal of Speed Dodge. We believe that keeping both players vulnerable will lead to a healthier meta. As more defensive abuse cases shift to attacking first, they'll be easier to address with standard power balance. To make Dash approaches a little stronger, we've increased Dash and Dash Run movement, and made the startup for a Dash Jump effectively the same as a normal Dash.
  • Dodge:
  • Directional dodges changed from 2 startup / 12 active / 2 recover to 4 startup / 12 active / 0 recover. Speed dodges changed from 2 startup / 19 active / 0 recover to 4 startup / 17 active / 0 recover.
  • While performing a grounded Spot Dodge, holding away from the direction of movement will increase friction.
  • Lowered the window for getting a directional Dodge when leaving stun from 5 frames to 2.
  • Dash:
  • Increased the movement speed of Dash and Dash Run.
  • Removed jump startup when performing a Dash Jump to give it the same startup as a normal Dash. This is not applied when landing into a Dash.
  • Fixed a bug that allowed Dash Run backwards out of a Chase Dodge.
  • Animation:
  • Added animated Rocket Lance support to Scarlet’s Side and Neutral Rocket Lance signature charges.
  • Several Dash animation tweaks while holding all weapons.
  • Fixed some Dash transitions that were playing the wrong animation.
  • Controller Support:
  • Added PC support Mayflash PS3 controller.
  • User Interface:
  • The Circuit 1v1 and Circuit 2v2 custom game presets will now always show the full number of podiums needed to start a game.
  • Balance Adjustment:
  • After review, it has been found that the alteration of force to Bow Side Light from last week's balance update was too significant of a change to be made before the Brawlhalla Circuit tournament at Shine this weekend. This power has been restored to its previous force values.
  • Bow Side Light: Changed Force from 15 Variable/48 Fixed to 0 Variable/52 Fixed.
  • New Legend Rotation:
  • This week’s Legend Rotation features Bodvar, Brynn, Ember, Nix, Scarlet, and Wu Shang.
  • Register for your Regional Qualifier!
  • Registration for the Brawlhalla World Championship Regional Qualifiers are open! These special 1v1 tournaments are held in each server region we support, and the winner receives a plane ticket + hotel for the Brawlhalla World Championship this November

New in Brawlhalla 2.73 (Aug 17, 2017)

  • Mallhalla:
  • Taunts - Rock! Paper! Scissors!
  • 40 Mammoth Coins each (⅓ the price of premium taunts)
  • Rock, Paper, and Scissors are sold separately.
  • Please beware that initiating a game of RPS in the middle of a match may be hazardous to your stock count.
  • Brawl of the Week - Unranked 2v2:
  • This patch marks the second week of Unranked 2v2 as Brawl of the Week! So far the interest has been very positive, and we’re interested in seeing if it maintains popularity over time. Good luck out there!
  • Unranked 2v2
  • Friendly Fire is OFF
  • Standard 2v2 Rules & Maps
  • Caspian on the Weekly Legend Rotation:
  • Caspian is on Free Rotation this week for the first time since his release.
  • This week’s Legend Rotation features Azoth, Caspian, Cassidy, Jhala, Mirage, and Sir Roland.
  • Modified Test Features:
  • We're continuing to iterate to get a better sense of which specific changes caused both the strong positive reactions and strong negative reactions of different groups of players in the test the week before last. We've pulled back on the increase in aerial Dodge invulnerability from last week while retaining most of the recovery distance.
  • We're also incorporating some popular suggestions to give more of a choice between Dash and Dodge when escaping a string or following up after a hit.
  • The threshold for performing a Backdash or a turn and Dash has been split into two based on input to let the choice between them feel a little more intentional and responsive.
  • Dodge:
  • [Reduced Aerial Dodge duration from 17 (15 active) to 16 (12 active, 2 recover); Decreased travel speed; Increased momentum kept when leaving the Dodge.[/*]
  • Aerial Spot Dodge duration reduced from 24 (22 active) to 22 (20 active).
  • Spot Dodge duration increased from 14 (12 active) to 18 (16 active); Increased friction on grounded Spot Dodge momentum.
  • For 5 frames after leaving stun, can perform a directional Dodge while on the ground.
  • Dash:
  • Decreased Backdash recover time from 10 to 7.
  • Using a down diagonal input will prefer Dash over Dodge. Allows Dash instead of a Chase Dodge or Dodge after leaving stun.
  • When not already dashing, the turn delay before performing a forward Dash instead of a Backdash is smaller if pressing side instead of down diagonal.
  • Made it easier to drop or dodge through a soft platform if pressing down instead of down diagonal.
  • Test Features Improvements and Fixes:
  • Updated several Dash animations on Hammer, Scythe, Katars, Blasters, and Spear.
  • Updated Bow's Backdash animation.
  • Fixed a bug that allowed players to bypass the turn delay on forward Dash after leaving some powers.
  • Fixed a bug that let players Chain Dodge in the opposite direction by turning before an upward Chase Dodge.
  • Animation:
  • Added vertical Speed Dodge animation.
  • Made minor tweaks to running animations when holding a gadget.
  • Balance:
  • This week we are bringing a number of improvements to the threat areas of powers on both base kits and individual legend Signatures. We have shifted power from other areas in the respective kits to keep their overall strength relatively similar, as we head towards our final SS tier event in the Brawlhalla Circuit. We look forward to seeing you all at Shine 2017!
  • Rocket Lance:
  • The Rocket Lance’s Ground Pound covers a great amount of range while also being incredibly strong, as one of the largest weapons in Brawlhalla. We have reigned in the horizontal coverage, focusing the attack more towards the end of the lance engine to be less oppressive off-stage.
  • Rocket Lance Ground Pound: Rehitboxed to better match the animation, resulting in more coverage during contact with the ground, but tighter horizontal coverage during the descent.
  • Katars:
  • Similar to the Rocket Lance, the Katars Ground Pound’s horizontal coverage has been reigned in slightly to compensate for its excellent travel speed. This power has been shifted into the Recovery to slightly increase the reward of upward attacks, particularly at later damage values.
  • Katars Recovery: Increased Force from 43 Variable/72 Fixed to 46 Variable/72 Fixed.
  • Katars Ground Pound: Rehitboxed the trigger range during descent, resulting in tighter horizontal coverage.
  • Bow:
  • The Bow Side Light now has Variable Force, both to alter gameplay at higher damage values, as well as allowing Directional Influence for targets who are struck by this power in 2v2 matches.
  • Bow Side Light: Changed Force from 0 Variable/52 Fixed to 15 Variable/48 Fixed.
  • Cassidy:
  • We have shifted power from Cassidy’s downward-directed Blasters Signature into her upward-directed Signature. The hit window for the Down Blasters is now identical for all blasts, allowing a greater degree of counterplay when advancing against this power. The Neutral Blasters, however, was trailing behind other similar options, so we have increased the reward and responsiveness for greater use of this Signature.
  • Cassidy Down Blasters: Reduced hit window of final shot from 12 to 8 to match timing of the previous blasts; Decreased Recover time from 19 to 17.
  • Cassidy Neutral Blasters: Increased Damage from 19 to 22; Decreased Minimum Charge from 8 to 6.
  • Gnash:
  • Gnash’s Down Hammer provided a great deal more frame advantage than any other Signature, so we have brought it in line with other similar options, while increasing the reward to match this shift in power. In addition, we have sped up his Down Spear, as it had a Time to Hit that was far greater than most other Signatures.
  • Gnash Down Hammer: Increased Damage of the rock explosion from 20 to 22; Increased Force from 64 Variable/61 Fixed to 64 Variable/68 Fixed; Decreased Stun from 54 to 34.
  • Gnash Down Spear: Decreased Minimum Charge from 14 to 12.
  • Mirage:
  • The reward on Mirage’s Down Spear was too high for its coverage and speed, so we have adjusted the force and speed to be more in line with its damage and area of effect. Some of this power has been shifted as increased reward for the Neutral Scythe, as it was slightly below options with similar threat area.
  • Mirage Down Spear: Decreased Force from 51 Variable/72 Fixed to 48 Variable/65 Fixed; Increased Minimum Charge from 5 to 9.
  • Mirage Neutral Scythe: Increased Damage from 22 to 25.
  • Orion:
  • Orion’s Neutral Spear is now focused more towards the users front, providing more avenues of approach when combating this attack. As compensation for the loss in coverage, we have increased the reward on Orion’s Down Lance, as its knockout potential is moderately below that of most other Signatures.
  • Orion Neutral Spear: Rehitboxed to better match the animation, resulting in the threat area focusing more towards the front of the user.
  • Orion Down Lance: Increased Force from 53 Variable/45 Fixed to 55 Variable/48 Fixed.
  • Teros:
  • We have rehitboxed some of Teros’ key Signatures, resulting in a shift of coverage for both his Neutral Hammer and Down Axe. The Neutral Hammer is a strong tool as a followup or as a dodge read, and has seen a shift towards this notion, with the threat area now being more focused in the air. Conversely, the Down Axe now covers closer to the user, not fully hitting stacked opponents, but will strike those who are slightly to either side.
  • Teros Neutral Hammer: Rehitboxed to better match the animation, resulting in increased coverage toward the bottom of the strike, but tighter coverage near the user.
  • Teros Down Axe: Rehitboxed to better match the animation, resulting in increased coverage near the user.
  • Yumiko:
  • The potential reward on Yumiko’s Down Bow was less than that of her Down Hammer, while also affecting a more difficult to use area. We have increased the stun time for tighter followups that are more in line with its purpose.
  • Yumiko Down Bow: Increased stun of final flame from 15 to 17.
  • Wu Shang:
  • The angle of knockback on Wu Shang’s Side Gauntlets has been matched more closely with the angle of the animation. However, this increases the likelihood of on-stage bounces and also reduces the knockout potential due to the angle of the bounce. As such, we have slightly increased the variable force to restore some of the lost power, while preventing off-stage strikes from being overwhelming.
  • Wu Shang Side Gauntlets: altered direction of force to better match the angle of attack, resulting in a steeper downward trajectory; Increased Force from 50 Variable/60 Fixed to 52 Variable/60 Fixed.
  • Bug Fixes:
  • Fixed a bug that would not grant you colors when you leveled. You can now play a match with a character whose colors you may have missed in order to receive them.
  • Unarmed Neutral Air: Fixed a case where target could be dropped before the final hit

New in Brawlhalla 2.72 (Aug 10, 2017)

  • Mallhalla:
  • The Forbidden Chest is now available! The Forbidden Chest includes three new skins
  • Draugr Bodvar
  • Harpy Brynn
  • Shadowlord Cross
  • Caspian may be a thief, but that doesn’t mean you need a fortune to pick him up.
  • Caspian’s gold cost has been reduced to 5400!
  • Brawl of the Week - Unranked 2v2:
  • We know you've been asking for a casual 2v2 queue, so we are going to try something for the rest of the month. We need to answer the question, is a 2v2 casual queue exciting when it’s not just the Brawl of the Week? For the next three weeks, the BotW will be exclusively 2v2! If we see enough excitement about unranked 2v2, we may even add it permanently. PS4 cross-play is on the horizon after all! So, if this is something you've been looking forward to, let us know and we'll see you in the Brawl of the Week!
  • Standard 2v2 Ruleset and Maps
  • Friendly fire is OFF
  • Queue solo or with a friend!
  • Test Features:
  • Last week's changes were an extreme, and responses varied heavily. Most feedback pointed to aerial Dodges being too weak, especially in recovery scenarios.
  • This week, we're trying to find a compromise that keeps Dash and the lack of Speed Dodge but feels a little more like the Brawlhalla you're used to.
  • Dodge duration and speed have been moved closer to their normal values, and Spot Dodge can carry a little momentum to let it briefly slide.
  • Increased Aerial Dodge duration from 12 (10 active) to 17 (15 active). Movement speed has been adjusted to feel closer to current values in Standard.
  • Aerial Spot Dodge has been returned to its normal duration.
  • Grounded Spot Dodges keep some momentum instead of immediately coming to a stop. Can no longer cancel a grounded Spot Dodge into an attack.
  • Dodge Cooldown reduction on landing has been returned to normal values for a Speed Dodge, but is still the same across all Dodge types.
  • Slightly decreased cooldown time between dashes.
  • Adjusted Dash behavior to make dodging down through soft platforms easier.
  • Updated several Dash animations on Axe, Bow, Gauntlets, and Rocket Lance
  • Updated Backdash animations on Scythe, Gadget Holding, Blasters, Katars, and Hammer
  • Fixed a bug that could result in performing a grounded air power after a Dash.
  • Fixed some cases where allowed Chase Dodge directions after a throw could be more than 45 degrees away from the direction of the throw.
  • Fixed a bug that prevented an attack from chaining into a gravity canceled version of itself.
  • Fixed some cases where Dodging backward after an upward Chase Dodge would not result in a Slow Dodge.
  • New Legend Rotation:
  • This week’s new Legend Rotation feature Artemis, Lucien, Orion, Teros, Val, and Yumiko.
  • Bug Fixes:
  • Fixed a bug where the heads in the HUD and/or the replay controls could be displayed at the wrong size.
  • Fixed a bug with multikeyboard where separately binding up and jump would make the up key do nothing until you closed the game and restarted it.
  • Fixed a bug where clicking the very beginning of the scrub bar during a replay could cause the game to lock up and eventually crash.

New in Brawlhalla 2.71 (Aug 3, 2017)

  • New Items in Mallhalla:
  • The Cure Seeker (Hammer weapon skin) is available this week! All proceeds from the Cure Seeker support Quest for the Cause. Q4TC is an annual fundraising streaming marathon, and we’re excited to be supporting it once again!
  • For more information about Quest for The Cause visit http://q4tc.com/.
  • Balefire Wyrm KO Effect - “The Legendary Fire Wyrm is sealed behind...okay, who left the seal open?”
  • Brawl of the Week - Platform Kings!:
  • 2v2 teams face off on a map with six platforms.
  • Stay on the red platform to score points.
  • The red platform will switch around the map.
  • Hit your opponents to keep them from scoring
  • 2 Minute Timer.
  • The team with the most points win!
  • Replay Improvements :
  • You can now rewind to the very beginning of a replay instead of only back to when the game timer starts counting down.
  • For controller players, holding the right stick left or right during a replay will now rewind or fast-forward the replay faster the longer you hold it.
  • Replays will now show a small Legend head above the spot on the scrub bar where they died. It will only do this if the game had 15 or fewer deaths and the game mode isn’t Brawlball, Bombsketball, or BeachBrawl.
  • Modified Test Features:
  • We've spent a fair amount of time trying to figure out how Dash fits with Dodge and what impact its inclusion may or should have on the game.
  • We decided to try a thought experiment: what would it look like if we reworked how we think about Dodge entirely?
  • This week's test feature iteration is the result of what we found to be the most interesting iteration of that. As a reminder, just because it goes into experimental doesn't mean it will hit live, but we wanted to push the limits of what we are willing to do in the experimental queue this week.
  • This version is also a chance to see what Dash can do as a core mechanic by lessening the dependency on Dodge.
  • Conceptually, here are the major changes:
  • Dodge:
  • All Speed Dodges have been disabled. Chase Dodge after a successful hit is still possible.
  • Directional Dodge on the ground no longer exists.
  • Greatly reduced duration of Dodges and removed their Recover frames.
  • Vertical Chase Dodges are allowed.
  • Reduced and standardized all Dodge Cooldown while grounded to 60 frames.
  • After performing a grounded throw, can Chase Dodge in the direction of the throw.
  • Dash:
  • Dash is now performed by holding a direction and pressing Dodge while grounded. Dodge with no direction pressed performs a Spot Dodge.
  • Increased the duration after turning where dashing in the direction of the turn is treated as a Backdash.
  • Slightly limited the ability to stop momentum by holding back and jumping immediately after a Dash.
  • Balance:
  • With the conclusion of the Summer Championships, balance patches resume with more of your suggestions from the Forge! We have made adjustments to several key powers for weapons that have been overperforming, improvements to those that have been wanting for a boost, as well as several heavily requested quality of life changes. A number of legends have also received adjustments from your feedback, as well as Caspian’s first balance pass!
  • Sword:
  • The Sword’s Down Air has seen a great deal of utility, lending itself towards greater aerial approaches and has fostered an over-reliance on this power. We have shifted some of its power into the ground kit to even out the utility for engagement.
  • Down Air: Increased Recover time on miss from 24 Variable/0 Fixed to 24 Variable/2 Fixed.
  • Side Light: Decreased Recover time on miss from 21 Variable/3 Fixed to 21 Variable/2 Fixed.
  • Hammer:
  • The Hammer finds a great deal of change to its attack coverage, with the overall result of its threat ranges being pushed more to the front of the user. This will require Hammer players to be more aware of which direction they are facing when attacking nearby opponents.
  • Neutral Light: Rehitboxed to better match the animation, resulting in less coverage towards the rear of the user, and slightly less coverage at the top of the kicks.
  • Down Light: Rehitboxed to better match the animation, resulting in slightly less coverage toward the rear of the dust cloud.
  • Neutral Air: Rehitboxed to better match the animation and intent of the attack, resulting in no longer striking opponents that are standing on the ground, as well as less stacked coverage in the air.
  • Spear:
  • The Spear has a great deal of coverage, but has difficulty striking opponents that are immediately nearby. To both help Spear’s close-range game and reduce its considerable strength at long-range, we have reduced the travel distance on Side Light’s first step. This reduces the range of the power, while also allowing it to strike opponents that are close and in front of the user.
  • Side Light: Decreased travel distance before the first swing by a moderate amount.
  • Recovery: Raised lower reach of the first active frame to no longer strike players standing on the ground; Force during the last half of the attack has been changed from 38 Variable/61 Fixed to a range of 38~33 Variable/61 Fixed; Stun Increased from 17 to 19.
  • Blasters:
  • The Blasters have great range, but users have found that the Down Light can be overly committal in the current pace of Brawlhalla. We have not only sped up the recover time on miss, but also shortened the time between the second and third blast for a faster overall attack.
  • Down Light: Decreased Recover time on miss from 16 Variable/0 Fixed to 13 Variable/0 Fixed; Decreased time between the 2nd and 3rd shot from 8 to 7.
  • Rocket Lance:
  • The Side Light has excellent speed and range for a combo starter, which can be overly oppressive when attempting to approach a Lance user. We have added more time before the attack occurs for a healthier risk/reward ratio, as incoming attacks can now more reliably beat out this power when it is used defensively.
  • Side Light: Increased Time to Hit from 9 to 10.
  • Axe:
  • The Axe has received changes to its ability to string attacks in the form of altered knockback on the Side Light and a significant change to the Neutral Air. The Side Light’s knockback now scales less, allowing followup attempts at greater damage ranges, at the cost of the Down Light combo ending sooner. The Neutral Air, however, has become a greater setup attack at the cost of its strong central hit. Strings from a Neutral Air will have tighter dodge windows and deal greater damage.
  • Side Light: Changed Force from 13 Variable/65 Fixed to 8 Variable/72 Fixed.
  • Neutral Air: All active frames now have the same hitboxes and values; Force is the same as the previous soft hit at 23 Variable/44 Fixed; Stun is the same as the previous strong hit at 32; Damage is changed from a range of 21~16 to 18.
  • Gauntlets:
  • Given Gauntlets strength off-stage, we have tightened the line of sight restrictions on a few of its attacks to shift the power towards the on-stage player when edge-guarding a Gauntlets user. We have also widened the gap on followups from a Down Air for improved escape options when combating against the Gauntlets.
  • Neutral Air: Increased Line of Sight restrictions around corners.
  • Down Air: Decreased Stun from 19 to 17.
  • Recovery: Increased Line of Sight restrictions around corners.
  • Scythe:
  • The Scythe Neutral Air has the option to send the opponent either diagonally upward or straight backward, however the latter option is more often than not more desirable. We have shifted some of this power within the Neutral Air to bring these options better in line with one another. The backward direction remains an excellent tool at later damage ranges useful for positional followups when on-stage, while the forward direction becomes more useful with increased stun.
  • Neutral Air: Increased Stun on the normal version from 22 to 24; Decreased Stun on the reverse version from 21 to 20.
  • Val:
  • Val’s Side Gauntlets covered an overly large area around the user, especially given its quick movement and excellent force. We have shifted her threat range forward slightly, resulting in less coverage towards the rear of her light trail.
  • Side Gauntlets: Rehitboxed to attack more towards the front of Val during the initial forward rush.
  • Orion:
  • As an anti-air and close range option, Orion’s Neutral Lance has been adjusted to only strike grounded opponents during the initial lift for better counterplay and a clearer entry for approaches.
  • Neutral Lance: Rehitboxed to better match the animation, resulting in less coverage near the user during the later active frames.
  • Koji:
  • As the pace of Brawlhalla has increased, Koji’s Down Sword has been trailing behind, with the risk being greater than the utility of its distance. We have made the attack faster to execute, as well as decreased the risk to better suit the current pace of combat.
  • Down Sword: Decreased Minimum Charge from 11 to 10; Decreased Recover time from 24 Fixed to 21 Fixed.
  • Caspian:
  • Caspian has received a number of changes during his first balance update, mainly focused on increasing the speed of his Signatures at the cost of power. Players will find more responsive attacks that flow better during a match, lending to an overall quicker feel.
  • Side Katars: Decreased Recover time on miss from 13 Fixed to 8 Fixed; Decreased Damage from 23 to 21; Decreased Force from 52 Variable/70 Fixed to 50 Variable/70 Fixed.
  • Down Katars: The ending flash of the katar throws now send targets downward, similar to the rest of the attack, albeit with less force than striking with the katar.
  • Neutral Gauntlets: Decreased Force from 55 Variable/70 Fixed to 53 Variable/70 Fixed; Decreased Damage from 24 to 22; Decreased Recover time from 10 to 8.
  • Side Gauntlets: Decreased Recover time on miss from 12 to 9; Decreased Damage from 25 to 20.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Koji, Nix, Queen Nai, Scarlet, Ulgrim and Wu Shang
  • Bug Fixes:
  • Fixed bug where Caspian’s Neutral Gauntlets was not properly scaling with charge time. (Credit: Luxcifer)
  • Fixed bug where it would say you didn't connected during loading when you did successfully connect.
  • Fixed a bug that could cause spectators to see the wrong random taunts

New in Brawlhalla 2.70 (Jul 27, 2017)

  • New Legend – Caspian:
  • Weapons: Katars & Gauntlets
  • Stats: 7 Strength. 5 Dexterity. 4 Defense. 6 Speed.
  • Caspian enters Brawlhalla with three additional skins
  • Nightcap Caspian
  • Fortune Hunter Caspian
  • All City Caspian
  • Brawl of the Week - KO MANIA:
  • 1v1
  • 300% Damage
  • 5 Stocks
  • Mallhalla:
  • Shark Attack Thatch, Swashbuckler Asuri, and Davey Jones’ Anchor are on sale this week in celebration of Shark Week!
  • Wild Chest end date extended an additional week to August 9th!
  • Performance & User Interface:
  • Small performance improvements to the player inventory.
  • Added Controller support for News page.
  • Test Features:
  • Dash:
  • We’re still letting the dust settle on Dash for a bit to see how much feedback changes from the initial reactions. Chain Dodging now takes priority over Dash to give back some behaviors that were lost with the previous implementation, and a number of bugs have been fixed.
  • Fixed some cases where Dash could be performed during a power.
  • Inputs now prefer Chain Dodge over Dash to allow Chain Dodging through a soft platform.
  • Fixed some cases where the increased movespeed state after a Dash would not be interrupted by other actions.
  • Fixed a rare case where Dash could cancel into Dodge without pressing the Dodge input twice.
  • Taunt Improvements:
  • Taunt slots have been increased to eight.
  • You may now equip "Random" as your Taunt for any slot, which will randomly choose one of your owned Taunts. It will only choose the "Woohoo!" default taunt if you have no additional taunts. Victory and Defeat taunts set to "Random" will also now select from all of your owned taunts instead of just ones you have equipped.
  • NOTICE: Unfortunately, all taunts got reset to default with these changes, so you will need to apply them again in your inventory.
  • Balance Hold:
  • We’re holding back Balance changes this week due to the massive $10,000 Summer Championship taking place this weekend! Thousands of competitors from around the globe will be competing this weekend from NA & EU in both 1v1 and 2v2 tournaments! You can tune into our live broadcast of the event this weekend, 12PM-6PM ET on http://twitch.tv/brawlhalla.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Asuri, Bodvar, Brynn, Diana, Lord Vraxx, and Mordex.
  • Bug Fixes:
  • Fixed a bug where the beginning frames of the Victory and Defeat Taunts would get skipped on the Scoreboard screen.
  • Sword Recovery: Fixed a case where the target could be sent downwards by the final hit when colliding with a wall

New in Brawlhalla 2.69 (Jul 20, 2017)

  • Mallhalla:
  • Djinn Wu Shang - “Your Wish is his KO”
  • Kabuki Hattori - “Deadliest actor on the stage.”
  • The Summer Championship 2017 Pack is live on Steam! This limited-time pack is available until August 2nd, and includes an animated Avatar, Rocket Lance Weapon Skin, and 300 Mammoth Coins. - Get it before the Summer Championship begins!
  • New Brawl of the Week:
  • Brawl Together - 2v2 Casual Queue
  • Queue solo or as a team!
  • Casual 2v2 ruleset: No team damage. Three stocks. Eight minute timer.
  • Graduated from Test Features - Camera Changes:
  • We really like how the “Action Camera” in Test Features both shows more detail in the characters and makes the game more entertaining to spectate. It has graduated from Test Features to a System Setting. While it is not the default option now, the goal is for it to become the default option later down the road, but we’re giving people a chance to lock themselves into the old camera before the change is made.
  • A new Camera Mode setting has been added to the System Settings. Options:
  • Default: A temporary option that simply points to the “Classic” Camera Mode.
  • Action: The new camera that gets in closer and spends less time zoomed out.
  • Classic: The old camera that’s been in place since Alpha.
  • Fixed: The camera starts with the whole level in view and doesn't pan or zoom.
  • Added to Test Features - Dash:
  • Dash is still in a very early state. Animations, fx, and sounds are placeholders. There are a number of changes to moveset balance, the Speed stat, and existing mechanics like Dodge that may be needed before it can graduate to Ranked.
  • However, it's something that many players have wanted for a long time, so we're putting it in test a little early to get the conversation started on how it affects play and what needs to change to ensure that impact is positive.
  • The primary goals of Dash are:
  • Adding depth to the neutral game by giving tools for approach and footsies that don't rely on invulnerability.
  • Making a player on the ground more dangerous to a player that's airborne.
  • Implementing a system where we can more strictly limit its use for avoiding combat without making general movement in the game feel worse.
  • Making the edges of the stage more meaningful so that a player who has to take to the air in a runaway situation feels like they're forfeiting some map control and can be more easily be caught up to.
  • Creating room to pull some power, mobility, and complexity away from Dodge.
  • It's unlikely that we're fully accomplishing all of these, but please let us know if you see ways to improve the feature or if you notice it creating new problems.
  • Dash is a burst of speed with no invulnerability frames that can be performed by pressing down or down-diagonal and Dodge while standing on the ground.
  • Forward Dash has a low startup and no recover so you can jump or attack as soon as you start moving, but your facing is locked in for a duration. You can hold against the direction of movement to decelerate, but can't turn and attack immediately after a Dash.
  • Dashing in the opposite direction of facing or immediately after a turn is a Backdash that functions differently from a normal Dash. You maintain facing in the opposite direction of movement and the Backdash does have recover time.
  • You can chain Dash and Backdash into each other as much as you want.
  • You cannot chain Backdash into Backdash.
  • Forward Dash can chain into forward Dash, but with a longer startup and reduced speed. Holding run after a Dash will put you in a run state with increased movement speed.
  • Forward Dash can chain into a forward Speed Dodge, but otherwise there’s a delay before dodging after a Dash or dashing after a Dodge.
  • Jumping after a Dash will result in a faster jump that's lower to the ground.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Barraza, Cassidy, Ember, Kor, Mirage, and Sir Roland.
  • Bug Fixes:
  • Fixed a bug where the left side of the screen had a black line 2 pixels thick where the background failed to reach to right side.

New in Brawlhalla 2.68 (Jul 13, 2017)

  • Mallhalla:
  • Sobek Ragnir - “Fury of the Nile unleashed on Asgard!”
  • Dawnwalker Cassidy - "Riding into the sunset is the quickest way to find vampires."
  • Last Week of the Summer Heatwave:
  • Last week for bonus gold, summer skins and heatwave colors. Get ‘em while they’re hot!
  • Brawl of the Week - Water Bomb Bash:
  • Water Bomb Bash!
  • 6 Player FFA
  • 3 Minute Timer
  • Score the most points to win!
  • Now with giant water bombs!
  • Animation:
  • Minor animation tweak to Cassidy's character select.
  • Minor adjustment to Artemis select screen animation FX.
  • Balance:
  • Continuing with your requests from the Forge, we have a few changes for hotly debated powers on some key weapons, such as Spear’s Down Air and Gauntlets Neutral Air, that are aimed at reigning in those that are slightly overperforming expectations, while also lifting the underperforming weapons. The community’s excellent work on Signature feedback has resulted in a continued stream of updates, in both attack interaction and risk/reward. We look forward to your continued feedback that helps shape Brawlhalla!
  • Spear:
  • With discussion largely centering around Spear’s Down Air, particularly with repeated use, we have shifted some of its power into Spear’s other downward aerial attack. Players should find an increased window provided by both a shift in stun and time to hit on the Down Air, as well as delaying its use as a counter-attack after being struck. The rehitboxing has also resulted in reduced coverage that should increase the accuracy required by the user when attacking with a Down Air.
  • Spear Down Air: Rehitboxed to better match the animation, resulting in less coverage near and towards the back of the user; Increased Time to Hit from 10 to 11; Decreased Stun from 13 to 12.
  • Spear Ground Pound: Increased Stun from 17 to 19.
  • Sword:
  • With speed increases to Brawlhalla over time, a couple of lunging attacks have been trailing behind and left wanting for an increased ability to keep up with opponents. We have altered the travel speed of the Side Light to have a softer drop-off, making it more reliable as an approaching attack.
  • Sword Side Light: Softened the speed decrease during the last half of the power, resulting in slightly increased distance.
  • Katars:
  • Similar to the Sword, the Katar Side Light also called for an increase to travel speed. We have updated this power to have a more significant starting lunge to better track down elusive targets.
  • Katars Side Light: Increased the initial burst of speed during this power, resulting in slightly increased travel distance.
  • Axe:
  • Following the requests for Axe Side Light to have varied followup options that shift as the target’s damage increases, we have altered the force of the attack to increase the window during which aerial attacks are viable. Players should find the target left in range for aerial strings at even moderately high damage ranges.
  • Axe Side Light: Changed Force from 20 Variable/54 Fixed to 13 Variable/65 Fixed.
  • Gauntlets:
  • The Gauntlets have received some updates to their hitboxing on two key powers. Both the Neutral Light and the Neutral Air will have slightly shifted coverage that should prove significant during play. The Neutral Light’s stacked coverage has shifted to be more in front of the user, while the Neutral Air has significantly reduced coverage below the user. Both of these should increase the need for proper facing and spacing to land these attacks.
  • Gauntlets Neutral Light: Rehitboxed to better match the animation, resulting in less coverage towards the back of the user, but slightly more coverage in front of the user near the end of the power's duration.
  • Gauntlets Neutral Air: Rehitboxed to better match the animation, resulting in less coverage below and behind the user, but slightly more coverage above the user.
  • Scythe:
  • As the Scythe strings have shifted to allow for appropriate dodge windows, there has been a concern over opponents jumping out of those strings without the need to use their dodge. We have shifted some power from the powerful off-stage presence of the Recovery attack in order to bolster the on-stage use of the Side Light. With a lower setup location, players will find followups such as Neutral Light, Neutral Air, or Side Air improved at catching jump attempts.
  • Scythe Side Light: Lowered knockback on the final hit of the neutral version, resulting in certain strings no longer being jumpable, while still being dodgeable.
  • Scythe Recovery: Decreased Force from 40 Variable/57 Fixed to 40 Variable/53 Fixed.
  • Cross:
  • The fire that sprouts from Cross’ feet as he lunges toward the opponent no longer strikes opponents, by popular request. This delays the overall time to hit of the attack by a slight amount, as the active frames now begin with Cross’ flying leap. Players will find an increased need for proper spacing to land this attack, as well as proper facing on startup.
  • Cross Side Blasters: Rehitboxed to better match the animation, resulting in loss of initial hitbox just before the leap
  • Gnash:
  • We have updated Gnash’s Side Hammer to better match the animation, which results in a smaller strike zone when stacked. Players standing stacked or slightly behind Gnash will no longer be struck, requiring target’s to be slightly in front of Gnash or stacked near his front.
  • Gnash Side Hammer: Rehitboxed to better match the animation, resulting in slightly more coverage overhead but less coverage towards the lower back.
  • Orion:
  • Orion’s Neutral Spear has been hotly debated in the Forge, with the overall feedback that it leads to off-stage knockouts too early. We have reduced the Force significantly be in range with other similar powers.
  • Orion Neutral Spear: Decreased Force from 49 Variable/68 Fixed to 46 Variable/64 Fixed.
  • Scarlet:
  • We have reduced the recover time on Scarlet’s Down Lance to bring the risk/reward better in line with other similar powers. Coupled with the previous change to recover time behavior of this power, the Down Lance is punishable with improper use while not feeling overly stiff in use.
  • Scarlet Down Lance: Decreased Recover time from 0 Variable/20 Fixed to 0 Variable/17 Fixed.
  • Kor:
  • We have shifted some power from Kor’s Neutral Hammer into his Down Hammer, due to Neutral Hammer’s fairly early knockout potential and great use as a followup from Hammer Down Light. The Down Hammer was previously unrewarding compared to its lengthy duration, so we have moderately increased the force for both the ground and air finish.
  • Kor Neutral Hammer: Decreased Force at the start of knockback from 55 Variable/60 Fixed to 52 Variable/60 Fixed.
  • Kor Down Hammer: Increased Force of final hit on the ground from 49 Variable/60 Fixed to 51 Variable/60 Fixed; Increased Force of final hit in the air from 46 Variable/53 Fixed to 48 Variable/54 Fixed.
  • Val:
  • Val’s Neutral Sword is a reliable anti-air, however it would score knockouts later than most other similar attacks, so we have shifted some power from her versatile Side Sword into the Neutral Sword’s knockout potential.
  • Val Neutral Sword: Increased Force from 55 Variable/70 Fixed to 57 Variable/72 Fixed.
  • Val Side Sword: Decreased Force of the ground version from 55 Variable/65 Fixed to 53 Variable/65 Fixed.
  • Yumiko:
  • Similar to Val, the reward for landing Yumiko’s anti-air Neutral Bow was sub-par given its relatively thin trajectory and tight hitbox coverage. We have shifted some of the knockout potential from her Side Bow into her Neutral Bow, as well as increased the damage for better reward at all health ranges.
  • Yumiko Side Bow: Decreased Force from 48 Variable/73 Fixed to 47 Variable/73 Fixed.
  • Yumiko Neutral Bow: Changed Force from 55 Variable/73 Fixed to 56 Variable/73 Fixed; Increased Damage from 21 to 23.
  • New Legend Rotation:
  • This week’s Legend Rotation features Orion, Scarlet, Val, Ragnir, Nix and Yumiko.
  • Bug Fixes:
  • Cassidy Down Hammer: Fixed a case where the target could be dropped before the final hit. (Credit: Snackxs, NoviBliss)
  • Sword Neutral Light: Fixed a case where the target could be dropped before the final hit. (Credit: Meme-Soul)
  • Cassidy Side Hammer: Fixed a case where the target could be dropped before the final hit. (Credit: Jaximus)
  • Fixed a bug that could cause the hit react animation not to play if hit during certain animations.
  • Fixed typo on the Error Screen.
  • Fixed a -multikeyboard bug where the game would crash on the Controls screen if all keyboards AND all controllers were disconnected while the screen was open. It will now close the Controls screen if all devices are removed while it's open.
  • Fixed a bug where the camera would pop at the beginning of matches on certain maps with certain player counts.
  • Fixed memory leaks in the character picker when changing between colors.
  • Fixed bug where sometimes after a disconnect you would get stuck with only the Blue UI Background screen showing

New in Brawlhalla 2.67.1 (Jul 6, 2017)

  • New Brawl of the Week - Water Balloon Fight:
  • When it's too hot for snowballs break out the water balloons! Two teams of 3 face off in this 3 minute 150% damage showdown! Score 1 point for hitting someone with a water balloon, 3 points for getting a KO, and lose 1 point for being KO'd. The team with the most points at the end wins!
  • 3v3
  • 3 Minutes
  • 150% Damage
  • New Legend Rotation:
  • Artemis is free to play this week for the first time!
  • This week’s new Legend Rotation features Artemis, Asuri, Azoth, Cross, Gnash, and Queen Nai!

New in Brawlhalla 2.67 (Jul 4, 2017)

  • Heatwave Summer Event:
  • Heatwave Colors are back in the store for 1500 Gold each!
  • Ice Kor-eam Avatar for 6000 Gold!
  • Atlantean Orion - “Fierce protector of deep sea mysteries.”
  • Dog Days Mordex - “Every dog has its day...at the beach!”
  • Wipeout Nix - “Sharks aren’t the most dangerous thing in the water anymore.”
  • Endless Heat Wave Avatar - “Catch a wave and cruise through the heat!”
  • Heatwave 2017 Podium - “Celebrate the Summer Heatwave with this Tiki Tower!”
  • Hot Lava KO Effect - “Melt your opponents with this hot KO!”
  • Brawl of the Week:
  • Beach Brawl!
  • 3v3
  • 2 Minutes
  • New Test Feature: Action Camera:
  • We’ve been experimenting internally with improvements to the in-game camera and we think we’re onto something! The new camera changes zoom closer on the action, keeps more focus on the players, and helps the art on Legends and signatures shine.
  • We don’t think it’s 100% ready yet, but with your help we’re hoping to improve the way the in-game camera makes Brawlhalla players look their best! We’re looking for your feedback on it, along with replays, GIFs, and other things listed below.
  • The camera in test features has the following differences from live:
  • The new camera can zoom in much closer to the characters.
  • After being zoomed out, the new camera will spend less time before zooming in again.
  • The speed at which the camera will zoom in is slightly slower to make up for how frequently it will zoom, and how close it will get.
  • It will make sure that at least one platform or wall is always visible since it now can zoom close enough that it would be possible for no platforms to be visible.
  • Feedback we’re looking for:
  • Does it feel good while you’re playing?
  • How does the new camera feel if you have an opponent with a poor connection?
  • Were there any weird pops or jitters or did the camera feel smooth for you?
  • Additional feedback is good!
  • If you’ve taken video / GIF recordings you want to share hit up the Brawlhalla Twitter or email them to http://mailto:[email protected]
  • User Interface:
  • The Clan chat box will no longer eat Enter key presses when trying to enter the Keybinds screen.
  • Removed foreground clouds in the character select to make room for the modified podium information.
  • Improved keyboard navigation of the Keybinds screen. It will now wrap around both vertically and horizontally, and moving the bottom row will now default to the Apply Changes button instead of the Close button if you've made any changes.
  • Revised character select UI information to better suit customizable podiums.
  • Redesigned the post match scoreboard to make nameplates more cohesive with podiums. The UI now contains a new item asset for the scoreboard to improve integration with nameplates and the combat broadcast plate.
  • Performance Improvements:
  • Reworked the internal animation system to have fewer frame spikes by spreading out the load better.
  • Generally improved performance of the animation system.
  • Reduced runtime allocations in animation system.
  • Lowered size of animation files by ~10%.
  • MultiKeyboard:
  • In -multikeyboard, removing a keyboard while it is rebinding keys will now gracefully exit the Keybinds screen instead of getting stuck or crashing.
  • In -multikeyboard, other keyboards can no longer enter a new keybind while one of them is rebinding a key.
  • Balance Changes:
  • This week we have a large number of Legend adjustments directly from your feedback in the Forge! All of you have been participating in the Signatures channel and compiling a detailed list, and here is the first round of those requests. It is worth noting that a number of the rehitboxing passes on Signatures have a fairly large effect on their balance, which is why they are included in this section and will be accompanied by a brief overview of what those changes alter in gameplay. We also have included a few weapon changes from the Forge, as the community has requested a bit more time to adapt to the recent changes.
  • Axe:
  • Axe users have requested pushing Side Light towards having more varied followups at different health ranges, following the direction from the previous balance pass. We have altered both the Variable Force and its angle to create a transition point around orange damage that favors Neutral Air followups over Down Light followups.
  • Axe Side Light: Redirected angle of knockback to be more vertical; Increased Force from 16 Variable/54 Fixed to 20 Variable/54 Fixed.
  • Spear:
  • As an anti-air attack, we have decreased the Recover time on miss for Spear Down Light significantly to add more power against airborne opponents, increasing utility to be in line with other similar powers such as Axe Down Light and Bow Neutral Light.
  • Spear Down Light: Decreased Recover time on miss from 25 Variable/7 Fixed to 25 Variable/4 Fixed.
  • Rocket Lance:
  • In its rehitboxing, the Lance Neutral Light lost a significant amount of coverage near the user, pushing its use further from that of the Down Light. We have shifted some of this power within the Neutral Light by reducing the amount of time between the initial two hits for a quicker overall attack duration.
  • Rocket Lance Neutral Light: Rehitboxed to better match animation, resulting in less coverage near the user; Decreased time between the first two hits from 15 to 14.
  • Gauntlets:
  • Ground Pound is a core attack within the Gauntlets kit, given the steering allowed during the attack and the weapon’s general off-stage prowess. Typically, the proper escape from Gauntlets edge-guarding pressure is to delay your jumps and move around the back end of the Ground Pound, as immediate panic jumps can be heavily punished. We have leaned into this counter-play by significantly reducing the backwards steering available during this attack.
  • Gauntlets Ground Pound: Decreased steering in the backwards direction by an additional 15%.
  • Hattori:
  • Hattori has received a shift in power within her Sword kit, with the Neutral Sword losing some horizontal coverage via decreased travel speed after the teleport. In compensation, the Down Sword has received faster Time to Hit for more responsive use, although those frames have been added to the end of the attack as Recover time. This should make the Down Sword both easier to hit when used properly, but more punishable when used improperly. The Down Spear has received a significant increase in minimum Stun time to prevent being punished for hitting an opponent, as Hattori was at a disadvantage in certain cases when the opponent was left at close range after being struck.
  • Hattori Neutral Sword: Decreased horizontal travel distance during the sword swing.
  • Hattori Down Sword: Decreased Minimum Charge time from 21 to 18; Increased Recover time from 18 to 21.
  • Hattori Down Spear: Increased Stun from 13 to 22.
  • Barraza:
  • Barraza has received a quality of life improvement for his Neutral Blasters. Previously, the backward roll from his final shot resulted in a rather large descent when used as a Gravity Cancel, or done with his back towards an edge. We have adjusted how this ending behaves resulting in less of a vertical drop, leaving Barraza in a better position for easier recovery back to the stage.
  • Barraza Neutral Blasters: Decreased vertical drop after mid-air hits, such as Gravity Cancels.
  • Cassidy:
  • We have shifted some power from Cassidy’s Side Hammer into her Down Hammer. The Side Hammer is a very fast attack so we have decreased the knockout potential as requested. To compensate, we have decreased the Time to Hit for the Down Hammer, making that attack more responsive in combat.
  • Cassidy Side Hammer: Decreased Force from 54 Variable/75 Fixed to 51 Variable/75 Fixed.
  • Cassidy Down Hammer: Decreased Minimum Charge time from 19 to 17.
  • Azoth:
  • Azoth’s Neutral Axe has received increased power as one of his primary anti-air attacks. Given this Signature’s diagonal direction of force that can hinder knockouts, we have increased both the damage and variable force for more meaningful use and both low and high health values.
  • Azoth Neutral Axe: Increased Damage from 24 to 26; Increased Force from 54 Variable/71 Fixed to 56 Variable/71 Fixed.
  • Gnash:
  • Gnash has received rehitboxing on his Neutral and Down Spear, resulting in notable changes for both attacks. The Neutral Spear will find slightly less stacked coverage, while increasing its maximum range and overhead coverage. The Down Spear also ends up with a reduction in stacked coverage but an increase in vertical coverage.
  • Gnash Neutral Spear: Rehitboxed to better match the animation.
  • Gnash Down Spear: Rehitboxed to better match the animation.
  • Jhala:
  • Jhala’s Down Sword is generally underused, due to its fairly low vertical and horizontal range. With a moderate recover time already built into the animation, we have slightly decreased the Recover time value for this Signature to shift the risk/reward more in its favor.
  • Jhala Down Sword: Decreased Recover time from 6 to 4.
  • Koji:
  • Koji’s Down Sword comes with a fairly long Time to Hit and generally low reward. Although slightly offset by its healthy range, this Signature has felt a bit underwhelming in reward and ease of use. We have made it slightly faster with a moderate increase in damage to reward those with a practiced hand.
  • Koji Down Sword: Decreased Minimum Charge time from 12 to 11; Increased Damage from 24 to 26.
  • Queen Nai:
  • Queen Nai sees a great deal of changes, both in hitboxing and in traditional balance values. The Side Spear and Side Katars have both been rehitboxed, generally resulting in increased coverage near the user. The Neutral Spear has excellent utility and great application when Gravity Canceled, particularly after a Down Light, so we have shifted some of its power to bolster reward for the underused Down Spear.
  • Queen Nai Side Spear: Rehitboxed to better match the animation (resulting in greater coverage along the spear).
  • Queen Nai Neutral Spear: Decreased Force from 52 Variable/65 Fixed to 50 Variable/65 Fixed.
  • Queen Nai Down Spear: Increased Force from 48 Variable/50 Fixed to 50 Variable/50 Fixed.
  • Queen Nai Side Katars: Rehitboxed to better match the animation.
  • Ragnir:
  • Ragnir’s Down Axe can be difficult to use, with a generally higher risk than reward. As requested, we have reduced the risk to be more in line with its straightforward coverage and niche use.
  • Ragnir Down Axe: Decreased Recover time on miss from 22 to 18
  • Scarlet:
  • Scarlet’s Down Lance is no longer able to move during its Recover time, as players could have an overly difficult time approaching against this Signature. Scarlet’s Neutral Lance rehitboxing sees a moderate decrease in horizontal coverage, although a minor increase in vertical coverage.
  • Scarlet Down Lance: Can no longer move during Recover time.
  • Scarlet Neutral Lance: Rehitboxed to better match the animation.
  • Teros:
  • Teros’ Down Hammer has received a slightly slower Time to Hit to compensate for both its coverage and damage. This increase in startup also opens a moderate dodge window when used after a Hammer Down Light.
  • Teros Down Hammer: Increased Minimum Charge from 6 to 8.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Ada, Bodvar, Ember, Jhala, Mordex and Ulgrim!
  • Bug Fixes:
  • Fixed bug causing victor podiums in the scoreboard to float above the cloud line when five or more players are present at a time
  • Fixed a bug where the option to ban gadgets in a ranked queue would be hidden instead of locked when a player hadn't completed a game in that queue that season yet.

New in Brawlhalla 2.66 (Jun 22, 2017)

  • Mallhalla - The Wild Chest:
  • Recently discovered alongside a pair of castaways who refused to leave their treasure behind, the Wild Chest is now available for purchase in Malhalla! The Wild
  • Chest has 18 skins in total with three chest exclusive skins:
  • Lionheart Roland
  • Meadowguard Ember
  • Fox Spirit Yumiko
  • Brawl of the Week - Switchcraft:
  • Switchcraft 1v1! Choose your three favorite legends and enjoy the chaos.
  • Season 5 Update:
  • Season Changeover and Glory Rewards!
  • Season 4 has officially come to a close and Season 5 has begun!
  • Season 4 rewards have been delivered! Check your inventories for avatars, borders, and Glory to spend in Mallhalla.
  • NEW Goldforged Weapons:
  • You can now purchase Goldforged Weapons for 7.5K Glory each.
  • You MUST own the Skyforged version of a weapon in order to purchase the Goldforged version.
  • If you own a Goldforged Weapon Skin you can no longer refund the corresponding Skyforged Weapon Skin unless you refund the Goldforged Weapon Skin first.
  • Soft Elo Reset:
  • 1v1 and 2v2 Personal Rating:
  • Under 1400: New Elo = Old Elo
  • Over 1400: New Elo = 1400 + (Old Elo – 1400) / (3 – (3000 – Old Elo) / 800)
  • 2v2 Team and Legend Rating:
  • 2v2 Team & Legend Ratings have been brought closer to 750.
  • Under 2000: Elo = (Elo + 375) / 1.5
  • Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
  • Glory Earnings Calculation:
  • Glory earned is based on a combination of your Peak Rating (highest 1v1, 2v2, team, or Legend rating/elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory.
  • You gain 20 Glory per win up to 150 wins which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less.
  • There is a minimum requirement of 10 games played to be eligible for Glory based on your rating.
  • Ranked Borders from Season 4:
  • If you placed in gold or better in your best rating, you are given a ranked border that people will see in the match preview screen. There is a ranked border for gold, platinum, and diamond tiers. These will last for one season and will be updated again after Season 5.
  • Your border from Season 3 does not carry over or have any impact on your Season 4 border.
  • Ranked Avatars from Season 4:
  • Ranked Avatars include prestigious versions for those who’ve placed in high ranks during previous seasons. For example, if you placed in Platinum last season and Gold this season you’ll receive the upgraded versions of the Competitor’s Badge and Gold Emblem. You will still have your original Platinum Emblem avatar from Season 3.
  • You must play a minimum of 10 games to receive ranked avatars / borders at ANY rank:
  • Competitor’s Badge: Awarded to anyone who plays 10 Ranked Games or more.
  • Gold Emblem: Awarded to players who finish at Gold or above.
  • Platinum Emblem: Awarded to players who finish at Platinum or above.
  • Diamond Emblem: Awarded to players who finish at Diamond.
  • Upgraded versions of Ranked Avatars are awarded to those who have earned the same Avatar in Seasons 1-4.
  • Gadgets:
  • After iterating on gadgets, it seemed like compromise was just making both sides unhappy. By giving a gadgets ban option similar to map banning, players are now able to opt out of playing with gadgets completely while in Ranked. Meanwhile, for the players that enjoy gadgets, we've restored the strength of bombs and mines about 45% of the way back to their old values and changed mines back to their old thrown behavior.
  • Players may now choose to ban Gadgets in Ranked 1v1 and Ranked 2v2. If either player/team bans gadgets, they will be off for that match. In Ranked 2v2, if a team is comprised of two players on separate accounts, only the leader's preference will be used (as is the case with Map banning).
  • Thrown mines explode on player collision, dealing significantly less Damage and Force than their planted explosion.
  • Bomb Explosion: Damage increased from 20 to 25; Fixed Force increased from 60 to 67; Force Scaling increased by 21%.
  • Mine Planted Explosion: Damage increased from 25 to 27; Variable Force increased from 45 to 59.
  • Art and Animation:
  • Orion's base art has received a fresh update.
  • Artemis select screen animation FX fix
  • Test Features:
  • Graduated from Test Features
  • Now that players are used to Wall Slip, there's a little more room to dial it up and address concerns that it doesn't do enough once players learn to work around it. This should lower the threshold for abuse cases over the course of a match without much increased risk of affecting normal play.
  • Wall Slip Attrition:
  • Every time the first Wall Slip warning (!) is reached, it lowers the number of jumps required to Wall Slip to a minimum of 7.
  • On being knocked out, the required jumps to Wall Slip is reset halfway from its current value to 15.
  • Most feedback seems to agree that retreating Side Airs and grounded Air moves are a problem, and we're moving forward with increased restrictions on them. Much more contentious is whether forward movement of grounded air powers should also be restricted, or if they should be canceled into a recover on landing. We'll continue to look into those options internally.
  • Fadeaway Reduction:
  • Decreased the ability to steer Side Air powers backwards by 10% of normal acceleration.
  • Halved the ability to steer Air powers backwards while touching the ground.
  • Modified Test Features:
  • The previous version of this feature was working incorrectly, so the changes should be noticeable for the first time this patch. We've adjusted a few cooldowns that would have created true combos or otherwise chained into themselves a little too quickly, and sped up a number of others.
  • Cooldown Bonus on Hit:
  • Unarmed Side Light: Cooldown on Hit reduced from 10 to 6.
  • Unarmed Down Air: Cooldown on Hit reduced from 9 to 6.
  • Unarmed Recovery: Cooldown on Hit reduced from 12 to 8.
  • Unarmed Ground Pound: Cooldown on Hit reduced from 19 to 6.
  • Sword Side Light: Cooldown on Hit reduced from 17 to 15.
  • Sword Neutral Air: Cooldown on Hit reduced from 19 to 11.
  • Lance Neutral Light: Cooldown on Hit reduced from 20 to 12.
  • Lance Side Air: Cooldown on Hit reduced from 18 to 11.
  • Lance Ground Pound: Cooldown on Hit reduced from 15 to 7.
  • Hammer Side Light: Cooldown on Hit reduced from 11 to 4.
  • Hammer Neutral Air: Cooldown on Hit reduced from 15 to 9.
  • Blasters Neutral Light: Cooldown on Hit reduced from 10 to 7.
  • Blasters Side Light: Cooldown on Hit reduced from 15 to 6.
  • Spear Neutral Light: Cooldown on Hit reduced from 11 to 10.
  • Spear Side Light: Cooldown on Hit reduced from 10 to 9.
  • Spear Neutral Air: Cooldown on Hit reduced from 12 to 8.
  • Spear Down Air: Cooldown on Hit reduced from 8 to 6.
  • Katar Neutral Light: Cooldown on Hit reduced from 8 to 4.
  • Katar Down Light: Cooldown on Hit reduced from 22 to 10.
  • Katar Side Air: Cooldown on Hit reduced from 12 to 10.
  • Katar Ground Pound: Cooldown on Hit reduced from 22 to 10.
  • Axe Down Light: Cooldown on Hit reduced from 10 to 7.
  • Axe Neutral Air: Cooldown on Hit reduced from 15 to 9.
  • Axe Side Air: Cooldown on Hit reduced from 15 to 7.
  • Axe Down Air: Cooldown on Hit reduced from 15 to 7.
  • Axe Recovery: Cooldown on Hit reduced from 13 to 6.
  • Bow Neutral Light: Cooldown on Hit reduced from 25 to 12.
  • Bow Side Light: Cooldown on Hit reduced from 29 to 14.
  • Bow Down Light: Cooldown on Hit reduced from 19 to 5.
  • Bow Neutral Air: Cooldown on Hit reduced from 15 to 13.
  • Bow Side Air: Cooldown on Hit reduced from 16 to 5.
  • Bow Down Air: Cooldown on Hit reduced from 25 to 11.
  • Bow Recovery: Cooldown on Hit reduced from 16 to 5.
  • Bow Ground Pound: Cooldown on Hit reduced from 14 to 6.
  • Gauntlets Down Light: Cooldown on Hit reduced from 19 to 14.
  • Gauntlets Neutral Air: Cooldown on Hit reduced from 19 to 12.
  • Gauntlets Side Air: Cooldown on Hit reduced from 14 to 5.
  • Gauntlets Recovery: Cooldown on Hit reduced from 15 to 5.
  • Gauntlets Ground Pound: Cooldown on Hit reduced from 16 to 7.
  • Scythe Side Light (neutral): Cooldown on Hit reduced from 17 to 11.
  • Scythe Side Light (reverse): Cooldown on Hit reduced from 12 to 11.
  • Scythe Down Light (neutral): Cooldown on Hit reduced from 13 to 12.
  • Scythe Down Light (forward): Cooldown on Hit reduced from 13 to 4.
  • Scythe Down Air (neutral): Cooldown on Hit reduced from 11 to 4.
  • Scythe Down Air (neutral grounded): Cooldown on Hit reduced from 11 to 3.
  • Scythe Down Air (reverse): Cooldown on Hit reduced from 11 to 3.
  • Scythe Down Air (reverse grounded): Cooldown on Hit reduced from 11 to 2.
  • Scythe Neutral Air (reverse) : Cooldown on Hit reduced from 9 to 6.
  • Scythe Side Air: Cooldown on Hit reduced from 15 to 7.
  • Scythe Recovery: Cooldown on Hit reduced from 10 to 5.
  • Scythe Ground Pound: Cooldown on Hit reduced from 12 to 5.
  • Multikeyboard:
  • While in -multikeyboard mode, a keyboard that gets disconnected mid-game will now reconnect to the correct player.
  • Fixed a -multikeyboard bug where pressing Enter to send chat in the Scoreboard screen would cause the XP and Rewards screen to pop up.
  • Fixed a -multikeyboard bug where pressing Esc while selecting a key to bind would back you out of the keybinding screen.
  • User Interface:
  • You can now change keybinds without having to use a mouse.
  • Added a minimum queue time of 4 seconds so that you can back out of an accidental queue (should also slightly improve matchmaking in some cases).
  • New Legend Rotation:
  • This week’s New Legend Rotation features Cassidy, Koji, Mirage, Ragnir, Scarlet, and Thatch!
  • Bug Fixes:
  • Fixed bug causing certain key presses to hide the item tooltip for skins inside chests.
  • Hotkey tooltip no longer displays behind the refund primer on the purchases tab in the store.
  • In Test Features, fixed a bug that could cause some Cooldown Reduction to not be correctly applied. (Credit Import, Antipop)
  • Fixed a bug that could cause a short burst of backward movement when taunting in rare cases.
  • Fixed bug in Ranked Match Results screen causing the new legend rating to display the same as the new elo rating instead of the actual value for the new legend rating
  • Fixed a bug that prevented Scythe Recovery from having its proper cooldown of 10.
  • Artemis Neutral Lance: Fixed some hitboxing that didn’t match the animation during the on-hit.
  • Azoth Down Axe: Fixed a frame with missing hitboxing.

New in Brawlhalla 2.65 (Jun 15, 2017)

  • The Arrival of Artemis:
  • New Legend - Artemis!
  • Weapons: Lance & Scythe
  • Stats: 5/5/4/8
  • Artemis enters Brawlhalla with three additional skins
  • Darkheart Artemis
  • Iron Lady Artemis
  • Eclipse Artemis
  • Brawl of the Week - Double KO Mania:
  • 2v2
  • 300 % Damage
  • 5 Stocks
  • Added to Test Features:
  • Now that Wall Slip has settled into normal play, we've heard some interest in revisiting the idea of a soft reset so that continual abuse will make the slip state occur faster. The invisible rules of our last attempt made it unpopular, so we've tried to keep this version more straightforward.
  • Wall Slip Attrition:
  • Every time the first Wall Slip warning ("!") is reached, lowers the number of jumps required to Wall Slip to a minimum of 7.
  • On being knocked out, the required jumps to Wall Slip is reset halfway from its current value to 15.
  • Controller Support:
  • Improved stick direction interpretation for Playstation-style controllers where the left stick is lower than the DPad.
  • Added Mac support for 8Bitdo NES30 Pro
  • Animation Improvements:
  • Small tweaks to Sentinel's Down Katar charge animation.
  • Adjusted all lance characters signature animations to make better use of active lance graphics.
  • Balance:
  • This week’s changes come straight from The Forge! The Forge Discord server is the place for players to discuss balance, suggest changes, and provide support and feedback for the suggestions of others. We make balance adjustments with your feedback and help every other week. You all have been discussing what you would like to see from your respective weapons and here are the first results!
  • Unarmed
  • The general feedback on Unarmed has pointed to toning down the coverage provided by Unarmed Recovery, bringing the strike zone in tighter towards the uppercut effect. A portion of this power has been shifted into the Side Air to better round out Unarmed’s aerial kit.
  • Unarmed Side Air: Decreased Time to Hit from 14 to 13.
  • Unarmed Recovery: Rehitboxed to better match the animation (significantly less coverage towards the back end).
  • Sword:
  • Sword players will find a clearer difference between the Neutral Air and the Recovery, the former serving as the preferred option for damage, with the latter serving as the better option for scoring knockouts. The faster Time to Hit on the Neutral Air allows for reliable use in combos when looking for optimal damage.
  • Sword Neutral Air: Decrease Time to Hit from 15 to 14.
  • Sword Recovery: Decreased Damage from 18 to 16.
  • Hammer:
  • Players have always applied interesting followup attacks after a Hammer Recovery, so we have leaned further into that purpose, trading some of the knockout potential for better use in on-stage strings.
  • Hammer Recovery: Decrease Force from 38 Variable/48 Fixed to 36 Variable/48 Fixed; Decreased self-impulse on hit from -70 to -62.
  • Spear:
  • We have shifted some power from the Neutral Air into the Ground Pound, as players cited over-reliance on one and sparing use of the other. Following this, we have made the Neutral Air a more committal action, as well as providing slightly less advantage on hit as Stun time has not been adjusted with the Recover Time on both hit and miss. Players will find the Ground Pound a bit safer to attack with when ending the attack without colliding with the ground, as well as slightly increased advantage on hit as Stun has not been adjusted.
  • Spear Neutral Air: Increased Recover Time from 16 Variable/7 Fixed to 17 Variable/7 Fixed.
  • Spear Ground Pound: Decreased Recover Time on release from 28 Variable/2 Fixed to 26 Variable/2 Fixed.
  • Rocket Lance:
  • The Rocket Lance’s air kit has had a longer recover time imposed on miss to allow for more counter-play. Given that the Neutral Air does not have built-in movement seen in other Rocket Lance attacks, players should have an easier time approaching a Lance-wielding opponent.
  • Rocket Lance Neutral Air: Increased Recover Time on miss from 15 Variable/3 Fixed to 17 Variable/3 Fixed.
  • Bow:
  • The Down Light was an overly committal attack for the current pace of the game, given its very low attack height and coverage. While we keep an eye on the Bow, this should provide more versatile use of its ground kit in unexpected situations.
  • Bow Down Light: Decreased Recover Time on miss from 20 Variable/4 Fixed to 20 Variable/2 Fixed.
  • Axe:
  • The Axe sees some significant change this week, with a hefty force increase on the Side Light, which provides a breakpoint to Down Light followups, launching the target out of range for ground attacks, but within range of aerial pursuit. This breakpoint at higher damage ranges the farther away the target is from the user, with grounded followups lasting longer for close range Side Light hits. The power from the Side Light as a combo and string tool has been shifted into the Neutral Air in the form of greater Stun time and leaving the target closer in range.
  • Axe Side Light: Changed Force from 3 Variable/50 Fixed to 16 Variable/54 Fixed.
  • Axe Neutral Air: Decreased Force on a soft-hit from 23 Variable/47 Fixed to 23 Variable/44 Fixed; Increased Stun from 28 to 29.
  • Gauntlets:
  • The Gauntlets Recovery provides a versatile attack that can be used in strings, combos, and the neutral game. We have widened some of the combo and string routes involving this attack by increasing the Time to Hit. While still fast enough for reliable use in the neutral game, players should have an easier time escaping from the Recovery when used as a followup attack.
  • Gauntlets Recovery: Increased Time to Hit from 10 to 11; Increased Recover Time from 8 Variable/0 Fixed to 10 Variable/0 Fixed.
  • Scythe:
  • The Scythe has received extra recover time on its Down Light in exchange for greater force on the grounded release of the Down Air. While still providing less knockback than the aerial release, as its role has been to provide better followups when engaging on an opponent using the Down Air, we have brought its force values closer to those of the aerial release, primarily when the target is heavily damaged.
  • Scythe Down Light: Increased Recover Time on miss from 15 Variable/0 Fixed to 16 Variable/0 Fixed.
  • Scythe Down Air: Increased Force on the grounded-release version from 28 Variable/0 Fixed to 30 Variable/20 Fixed.
  • New Legend Rotation:
  • This week’s New Legend Rotation features Asuri, Diana, Orion, Sentinel, Teros, and Val!
  • Bug Fixes:
  • Fixed bug causing glory payment option button to display behind the mammoth coins sale button when sometimes viewing a legend skin while it is on sale.
  • Fixed bug causing contextual hotkey buttons to not correctly swap in the rewards screen when switching from keyboard to controller devices.

New in Brawlhalla 2.64 (Jun 8, 2017)

  • Mallhalla:
  • President Sentinel - “Champion of the first Battle Brawl Invitational 09/11/16. Twitch.tv/Fats”
  • The Sunken Chest has been recovered and is now available to open in Mallhalla!
  • The Sunken Chest contains eighteen skins total and three exclusive skins: Dreadnought Lucien, Atlantean Ada, and Dark Depths Ragnir.
  • New Free Weapon Skin:
  • By subscribing the Brawlhalla YouTube Channel you can receive the free Axe of the World Eagle skin!
  • You can find the link to redeem your code in the news tiles of the game.
  • Thanks for subscribing and playing Brawlhalla!
  • Brawl of the Week - Brawlball:
  • Brawlball Bash!
  • 3v3 Teams
  • 5 Minute Matches
  • 30 second shot clock
  • First to 3 points wins!
  • Brawlball:
  • New Map Art! - The Colosseum is now the standard map background for Brawlball.
  • The Goal Meter no longer instantly resets when you leave the scoring area, it now instead drains over time allowing teams with sustained pressure to better score goals.
  • Goal Meter progress is slower while airborne.
  • On shot clock reset when a goal attempt is unsuccessful, the ball will spawn on top of the opposing team’s goal instead of in the middle of the arena.
  • Brawlball’s respawn delay has been lengthened to make deaths more punishing. It is now 3.8 seconds up from 2.6 seconds. (compared to the standard respawn time of 4.7 seconds)
  • You can now hit other players through team walls.
  • Added new Brawlball ball respawn animation.
  • Test Features:
  • Modified Test Features:
  • Increased friction for aerial powers when traveling forward had a mixed reception and created a few drop cases. This week removes the forward penalties on grounded air attacks and focuses only on reducing backward steering.
  • Fadeaway Reduction:
  • Instead of changing friction, we greatly decreased the ability to steer an aerial power backwards while touching the ground.
  • Added to Test Features:
  • Cooldowns between uses of the same attack help limit some frustrating interactions and allow for close strings without letting a power string into itself. However, this comes at the expense of making controls feel stickier. We suspect the current values are higher than necessary, and are testing reduced cooldown times after a hit.
  • Cooldown Bonus On Hit:
  • Dramatically reduced the cooldown penalty on successful attacks.
  • Put differently, when landing any attack you may now use that same attack again, faster than you would be able to if your first attack of that kind did not hit.
  • Removed from Test Features:
  • Most feedback for Move Variety Bonus seemed to be divided between wanting a more impactful system and not wanting any change of this kind. We're tabling the feature for now.
  • Move Variety Bonus:
  • When hitting with a power, if it was not one of the last six attacks that hit, it will deal an extra 5% Damage and Force.
  • If the hit is with a weapon (including unarmed) that was not used in the last six attacks, this is a 10% bonus instead.
  • UI and Animation:
  • Updated the in-game pause menu with new art and icons.
  • Removed a small jitter on the shoulder of Brynn's idle animation in character select.
  • Relayered Sentinel's head in his character select to reduce clipping.
  • New Legend Rotation:
  • This week’s Legend Rotation features Bodvar, Brynn, Ember, Lord Vraxx, Nix and Wu Shang.
  • Bug Fixes:
  • Fixed a bug where the Dmg Taken stat on the scoreboard screen would not always be correct in team games.
  • Fixed a bug where PS4 icons were treated as default controller icons on the rejoin screen.

New in Brawlhalla 2.63 (Jun 2, 2017)

  • Mallhalla:
  • Commando Val - “Behind enemy lines, and she’ll never stop!”
  • Dusk - “Pierce the veil and take down your foes.”
  • Added flag avatars for countries Ukraine, Malaysia, Jamaica, Iceland & Hungary.
  • Brawl Of The Week - FFA Dodgebomb:
  • Free-for-all Dodgebomb mayhem! Toss bombs at your opponents while dodging theirs! Score 2 points for a knockout and lose a point for being knocked out yourself! The player with the most explosive score wins!
  • Dodgebomb.
  • 4 player free-for-all.
  • 2 minutes.
  • Test Features:
  • There's been a fair bit of outcry lately asking for dodge to be revisited, and a number of players hoping for the inclusion of jump changes ever since a version of them first hit Test Features in January.
  • Rather than waiting for Season 5, we're introducing them now to get more tournament exposure and time for iteration before the next S-tier event. Please continue to make suggestions and weigh in on the existing feedback.
  • Graduated from Test Features:
  • By reducing the jump height, we're hoping to keep players in range of each other more often and reduce the effectiveness of jump as an escape tool.
  • Jump Changes:
  • Jump Height decreased from 414 to 357.
  • Jump duration decreased from 66 to 60.
  • Max Fall Speed increased from 60 to 70.
  • Max Fastfall Speed increased from 70 to 85.
  • These changes should help players to punish a badly timed dodge and lessen the windows for punishing an attack after dodging.
  • Slow Dodge Vulnerability:
  • Increased the duration of Slow Dodges by 3 frames. The player is not invulnerable during this period.
  • The 2 frame recover period after a Slow Dodge ends is increased to 4 frames. Players can move but not attack or jump.
  • Decreased the travel speed of Slow Dodges by 12%.
  • A community request with generally positive feedback so far. Players have mentioned being able to apply more pressure and having a harder time positioning attacks when used passively.
  • Speed Dodge Increase:
  • Increased the duration of Speed Dodges by 3 frames.
  • Increased travel speed of Speed Dodges by 10%.
  • These changes focus on lowering dodge availability to further increase the risk of Slow and Aerial Dodges. As this keeps players from being able to escape a string for longer after a punished dodge, string-heavy weapons are being adjusted this patch.
  • Dodge Cooldown Changes:
  • Dodge Cooldown for a Grounded Slow Dodge is now 75 frames.
  • Cooldown when landing after an Aerial Dodge is now 25 frames more than the dodge’s Grounded Cooldown.
  • Added to Test Features:
  • There's been a popular community request recently to limit backward steering of Side Airs, especially after landing on the ground.
  • These changes reduce all steering of grounded aerial powers and all backward steering of Side Air powers, but have a combined effect that severely limits the specific case of retreating with grounded Side Airs.
  • Fadeaway Changes:
  • All Side Airs: Backward steering multiplier reduced by an additional 10% of normal acceleration.
  • Friction is doubled when performing an air attack while on the ground.
  • Maps:
  • Adjusted Grumpy Temple and Small Grumpy Temple to better fit the new jump height.
  • Lost Labyrinth and Big Lost Labyrinth have been adjusted to better suit the new max jump height.
  • The Forge:
  • Last week, we opened a Discord server dedicated to Brawlhalla balance discussion, in which many of you are already participating. The amount and quality of feedback has been astounding, and we look forward to even better results as representatives are chosen at the end of this week, who will help distill community discussion into the desired changes for each future balance patch. We sincerely thank you all for being such an amazing community, working with each other and with us to continue to grow Brawlhalla! If you are eager to join the discussions and have not already, The Forge can be accessed here: https://discord.gg/3t3gkZ2 . Be sure to read the welcome message for all the details regarding discussion and channel topics!
  • Balance:
  • This week’s balance updates center around the new dodge and jump changes that have graduated from test features. We have opened up some of the areas of potential concern for string heavy weapons such as Gauntlets, Scythe, and Katars, primarily those leading to attacks with high knockout potential. Other weapons have had power shifted into attacks that can help them take advantage of the new dodge duration and cooldown. Be sure to explore all of the options available this patch, and give us your feedback in The Forge!
  • Spear:
  • The Spear has had some power shifted from its Neutral Air into its Side Light. The Neutral Air was a concern for covering too much of the new dodge durations, so we have shifted some of its active frames into recover frames. The Side Light will see a benefit in reduced time between its two swings, resulting in a faster overall attack.
  • Spear Neutral Air: Decreased Active frames from 11 to 9; Increased Recover from 16 Variable/6 Fixed to 16 Variable/7 Fixed
  • Spear Side Light: Decreased the gap between the two swings from 13 frames to 12 frames.
  • Rocket Lance:
  • The Rocket Lance has received a faster Side Light to better fit the faster speed of the game, at the cost of some damage taken from the Side Air. A faster Side Light should allow for more reliable punishes on the new dodge durations and cooldowns.
  • Rocket Lance Side Light: Decreased Time to Hit from 10 to 9.
  • Rocket Lance Side Air: Decreased Damage from 22 to 20.
  • Katars:
  • The Katars have had dodge windows opened up when leading into the Recovery attack as it appeared slightly too strong with the new dodge cooldowns. However, that power has found its way into a reduced recover time on miss for the Down Light, strengthening grounded conversions against airborne opponents.
  • Katars Down Light: Decreased Recover on miss from 18 Variable/3 Fixed to 18 Variable/2 Fixed.
  • Katars Recovery: Increased Time to Hit from 8 to 9.
  • Axe:
  • The Axe has received extra recover on miss for its Side Light, bending the risk/reward to be more dangerous for the user. Coupled with the new dodge cooldowns, players should find an easier path in against Axe-wielding targets.
  • Axe Side Light: Increased Recover on miss from 10 Variable/3 Fixed to 10 Variable/5 Fixed.
  • Bow:
  • We have shifted some power from the Bow’s string tool, the Down Light, into its Neutral Light anti-air. This widens the dodge window between the two for an easier escape, which was a concern with the new dodge durations and cooldowns, even allowing for poorly timed attacks to be evaded without the use of a dodge.
  • Bow Down Light: Decreased Stun from 18 to 17.
  • Bow Neutral Light: Decreased Recover on miss from 20 Variable/8 Fixed to 20 Variable/7 Fixed.
  • Gauntlets:
  • The Gauntlets were of particular concern to many players with the dodge updates. As a weapon with a powerful ability for continued attacks, we have tightened the timing requirement on one of the Gauntlets most common starters, the Down Light. Interactions involving the Side Air have also been widened to allow for more reliable escapes and more time to contest the attack in the neutral game by shifting some of its recover time into time to hit.
  • Gauntlets Down Light: Decreased Stun from a range of 26~22 to a range of 24~20.
  • Gauntlets Side Air: Increased Time to Hit from 11 to 12; Decreased Recover on miss from 21 Variable/2 Fixed to 21 Variable/1 Fixed.
  • Scythe:
  • As the dodge and jump changes go live, we have opened up a key interaction of continuous Scythe strings by increasing the dodge window after a backwards Neutral Air. To compensate, we have decreased the recover on miss for the Down Air, as it was the string tool with the longest recover time and has both dodge and jump windows in string routes that involve this power.
  • Scythe Down Air: Decreased Recover on miss from 24 Variable/3 Fixed to 24 Variable/1 Fixed.
  • Scythe Neutral Air: Decreased Stun on the backwards version from 22 to 21.
  • Animation:
  • Minor tweaks to Val's unselected pose in her character select animation.
  • Controller Support:
  • PC support for Monect PC Remote Controller.
  • Server Improvements:
  • Relocated Singapore servers to a new data center in hopes of helping with routing issues in the SEA region.
  • Upgraded servers in Brazil.
  • Currently looking into upgrades for all other regions.
  • New Legend Rotation:
  • This week’s Legend Rotation features Barraza, Gnash, Koji, Mordex, Queen Nai & Scarlet.
  • Bug Fixes:
  • Fixed a rare crash that could occur in the Match Preview screen in Ranked 2v2.
  • Fixed a bug in Test Features that could reduce Dodge Cooldown if hit during the vulnerable frames after a dodge. (Credit: FreeChairmanMao)
  • Fixed a bug that would cause Unarmed's Down Air to not play the correct ending on miss.
  • Potential fixes for PC support for 8Bitdo NES30 Pro.
  • Fixed a bug in Test Features where a small number of powers get a much larger speed boost than intended when canceled out of a Speed Dodge. (Credit GraverageGaming) (HF 2.62.1)

New in Brawlhalla 2.62 (May 25, 2017)

  • Mallhalla:
  • Kor In Space - “Danger, Brawlhalla! Danger!”
  • Boomer - “Breed? She’s a Cyborgi!”
  • Emerald Blade - “The Green Knight doesn’t need this anymore.”
  • Brawl Of The Week:
  • Brawl Together in this Brawl of the Week! Enter the queue by yourself and we will find you a teammate, or enter the queue with a friend! Team damage is off for fast-paced team battles. Knock out each member of the opponent’s team three times to win!
  • Brawl Together!
  • 2v2. 3 Stocks. No team damage.
  • Queue solo or as a team of 2.
  • Test Features:
  • Added to Test Features:
  • This week, we're looking to increase risk on Slow Dodges. We've effectively increased the period of vulnerability before being able to punish an opponent out of a Slow Dodge from 2 to 7 frames, but have split the increase up between dodge duration and a post-dodge attack delay to keep it from feeling clunky. To prevent the increased duration from making Slow Dodges travel further, we've lowered their speed.
  • Slow Dodge Vulnerability:
  • Increased the duration of Slow Dodges by 3 frames. The player is not invulnerable during this period.
  • The 2 frame recover period after a Slow Dodge ends is increased to 4 frames. Players can move but not attack or jump.
  • Decreased the travel speed of Slow Dodges by 12%.
  • We’ve heard some feedback asking to try an increase on Chase Dodge speed to adjust for the movement speed increases that came in with Season 4.
  • Speed Dodge Increase:
  • Increased the duration of Speed Dodges by 3 frames.
  • Increased travel speed of Speed Dodges by 10%.
  • Modified Test Features:
  • Since this week is primarily testing the Dodge Vulnerability changes, we’ve reduced the severity of the Dodge Cooldown changes from last week. There’s been mixed feedback so far on whether the previous amounts were too much or too little, but we expect to move forward with some degree of increase.
  • Dodge Cooldown Changes
  • Dodge Cooldown for a Grounded Slow Dodge is now 75 frames.
  • Cooldown when landing after an Aerial Dodge is now 25 frames more than the dodge's Grounded Cooldown.
  • User Interface:
  • Weapon Skins in the picker menu in the Legend select screen are now sorted by the Legend they are associated with.
  • Controller devices and controller keybinding screens have been updated to correctly use contextual hotkey icons as well as granting gamepad access to certain options that were only previously accessible via the mouse.
  • Art & Animation Improvements:
  • Gnash and Lucien have received a fresh update to their base costume art.
  • Roster icons updated to match revised character art for Lucien and Gnash.
  • Optimized arm art on Skins for minor performance improvement.
  • Ran a performance pass on the Bomb, Mine, and Hammer hit sfx.
  • Brought Unarmed's fall, idle, and wall jump animations closer to the center of the hurtbox.
  • Updated Unarmed's run animations.
  • Updated Unarmed's Neutral Heavy animation.
  • Various animation tweaks to Unarmed's Recovery, Side Air, Down Air, Side Light, and Neutral Air.
  • Improve performance on Unarmed's animations.
  • Tweaked skewing in torso on Ada's Down Blasters animation.
  • Improved performance on Orion and Queen Nai's Down Spear signatures.
  • Cleanup on character select animations: Bodvar, Queen Nai, Lucien, Scarlet, and Random.
  • Fixed posing frame of Teros’ Neutral Hammer animation.
  • Multikeyboard:
  • While in -multikeyboard mode, if you have only a single mouse and keyboard attached to your computer, the game will automatically bind them together once a game starts.
  • Note: some keyboards, particularly wireless keyboards, will spoof a mouse device, so in those instances the automatic binding will not work. The automatic binding will also fail if you're using an external mouse or keyboard on a laptop. In both of those cases, the normal binding method (hold M+O on your keyboard and press right click on your mouse) will still work.
  • Controller Support:
  • PC support for the 8Bitdo NES30 Pro.
  • PC support for the Wii U Pro Controller.
  • New Legend Rotation:
  • This week’s Legend Rotation features Lucien, Mirage, Orion, Ragnir, Val & Yumiko.
  • Bug Fixes:
  • Fixed a bug that would cause Sidekicks to sometimes display multiple heads. (Credit: Diffensive)
  • Sentinel Down Hammer: Fixed a case where the target could be dropped before the final hit. (Credit: Ephi)
  • Fixed a rare bug that could allow hitbox display to be enabled in modes other than Training and Replays. (Credit: Antipop)
  • Fixed a bug where disconnected controllers could no longer reconnect during a game.
  • Multiple bugs have been squashed and fixes have been implemented!
  • We’re still running QA on a number of areas.
  • Servers have been looking stable as we proceed with tests.
  • Closed Beta Codes will be ready to go soon!
  • You can still sign up for the PS4 beta at https://beta.brawlhalla.com/

New in Brawlhalla 2.61 (May 18, 2017)

  • The Sandstorm Chest:
  • The glorious treasures long buried beneath forgotten sands are now available for purchase in Mallhalla! The Sandstorm Chest contains 18 Legend Skins total and three unique skins that are
  • Anubis Mirage
  • God King Teros
  • Amun-Raza
  • The Salute Taunt is Back:
  • For this week only all Salute Taunt purchases will support Stack-Up. Stack-Up is a nonprofit organization that supports veterans and service members through video games in a variety of ways. Find out more about them on their website at http://stack-up.org.
  • The Salute taunt is available in Mallhalla from May 17th - May 24th!
  • Find out more about their Call To Arms fundraiser on Stack-Up.org [stack-up.org].
  • Brawl of the Week - Yumiko, Wemiko:
  • Yumiko Only! (You can play even if you don’t have Yumiko unlocked!)
  • 4 Player FFA
  • 3 Minutes
  • Test Features:
  • Added to Test Features
  • By lowering jump height, we're hoping to keep players in range of each other more often when using vertical spacing. The changes may be on the subtle side, but we've targeted a threshold that only requires a handful of map reworks so it’s able to transition to Ranked sooner.
  • Jump and Fall Changes:
  • Jump Height decreased from 414 to 362.
  • Jump duration decreased from 66 to 60.
  • Max Fall Speed increased from 60 to 70.
  • Max Fastfall Speed increased from 70 to 85.
  • A number of dodge changes are being tested internally, and more should be coming to Test Features before long. First up are tests for reducing the availability of grounded dodges when not used as a chase dodge approach.
  • Dodge Cooldown Changes:
  • Increased Dodge Cooldown for a grounded Slow Dodge from 60 frames to 90 frames.
  • Landing no longer fully reduces Aerial Dodge Cooldown to a grounded value. Dodge Cooldown will now only be reduced to 80, or 120 for a Slow Dodge, up from 50.
  • Performance:
  • Improved memory usage and performance in the UI System.
  • Improved client performance in the event of a controller disconnect.
  • Improved performance of input handling system
  • Community Request:
  • Increased priority of dodge when pressing two inputs on the same frame to make gravity cancel and upwards chase dodges easier. (Credit Eramm, Diakou)
  • Animation:
  • Improved performance on the following animations: Axe, Gauntlet, Scythe, Bow, Katar, Character Select, Taunts, and when holding a gadget.
  • Improved the Sidekicks' idle animation to be less wobbly and more lifelike.
  • Brought in Scythe's wall jump animations closer to the center of the hurtbox.
  • Brought in the head on the launch hit react animation in Scythe to be closer to the body.
  • Brought Katar wall jump animation closer to the center of the hurtbox
  • Added missing effects on the back layer of Scythe's speed and chase dodge animations
  • Added some in between frames to the animation of Scythe Down Air throws to make it just a little bit smoother and easier to track the player.
  • Brought Hammer's wall jump animations closer to the center of the hurtbox.
  • Adjusted Ember's Down Bow animation so she holds the arrow for longer during the leap.
  • Small touch up to the leaves on Ember's Down Katar signature.
  • Smoothed the arc when Kor jumps of out of the boulder on his Hammer Down Signature.
  • Smoothed Pistol's Side Light animation. Also added ‘active heads’ (for example, Spec-Ops Lucien's goggles will now light up during this move).
  • Adjusted Unarmed's Ground Pound animation.
  • Adjusted Unarmed's Side Heavy animation, accompanied by small balance changes.
  • Added animation frames to the recover of Nai's Neutral Katar signature to better support the recovery time. Also tweaked the animation to improve the seaming of joints in the character art.
  • Slightly slowed the fall speed on the following powers so that the correct transition animation would play when touching ground: Ulgrim's Neutral Lance, Ember's Down Katars, and Asuri's Side Katars.
  • Balance:
  • As the Spring Championship has concluded, and we head towards Combo Breaker in a week’s time, we have a few balance adjustments targeted at bringing some of the lower end weapons up to speed, such as Katars and Spear after its recent change in ground kit, and reducing oppressive key moments in strings for others like Gauntlets and Sword. We have also increased the damage on a number of attacks, primarily ones that strike above the user, to increase the reward when pursuing an airborne opponent. A number of Neutral Signatures have also received improvements to either reward or utility in order to better combat against aerial opponents.
  • Unarmed:
  • The Unarmed Side Heavy has received a new animation, and with it a slightly longer reach towards the end of the power, while the Recovery has received an increase in reward, as it serves well for attacking aerial targets.
  • Unarmed Side Heavy: Travel speed has a softer drop off towards the end of the power to match the new animation; Users will find slightly increased range on this power.
  • Unarmed Recovery: Increased Damage from 15 to 17.
  • Sword:
  • We have shifted some power around within the Side Light, resulting in greater knockback at medium to high damage values that further opens a window between followup attacks due to distance needed for travel, but can serve to set up edgeguards when at those higher damage values.
  • Sword Side Light: Force of final hit changed from 0 Variable/80 Fixed to 10 Variable/85 Fixed.
  • Sword Down Air: Increased Damage of the soft hit from 15 to 16.
  • Hammer:
  • The Hammer Recovery has received a minor increase in reward as it was near the lower end for aerial Heavy attacks, and is excellent for attacking floating opponent.
  • Hammer Recovery: Increased Damage from 16 to 17.
  • Spear:
  • We have shifted some power from the Neutral Air into the Side Light and the Recovery. The Side Light is now quicker to strike and has a smaller window between followup attacks to better serve as Spear’s grounded initiation tool. The Neutral Air is slower to start, as it has excellent coverage once it does begin and was an overly strong tool.
  • Spear Side Light: Decreased Time to Hit from 12 to 10; Increased Stun from 19 to 20.
  • Spear Neutral Air: Increased Time to Hit from 13 to 14.
  • Spear Recovery: Increased Damage from 15 to 16.
  • Rocket Lance:
  • The Lance can generally have a difficult time fighting opponents above the user, tending to search for aerial dominance. We have increased the base Damage on the Recovery before charge to balance the risk/reward against an overly airborne opponent.
  • Rocket Lance Recovery: Increased Damage from 17 to 18.
  • Blasters:
  • In the same spirit as our other Damage increases, the Blasters power that strikes opponents above them has received an increase.
  • Blasters Neutral Air: Increased Damage of the second shot from 15 to 16.
  • Katars:
  • The Katars have received greater setup tools in their Down Air and Neutral Light. These attacks now leave the opponent closer for increased engagement and puts the need for travel more squarely on the target, leaving the Katar user with more options to followup against the opponent.
  • Katar Down Air: Decreased Force on ground collision from 15 Variable/33 Fixed to 5 Variable/25 Fixed.
  • Katar Neutral Light: Decreased Force from 4 Variable/72 Fixed to 4 Variable/50 Fixed.
  • Katar Down Light: Increased Damage from 10 to 12.
  • Axe:
  • The Axe Neutral Air serves as a primary air-to-air tool, although the Damage drop-off for the sides of the swing was a bit severe, so we have given a slight increase in Damage to the soft-hit portion.
  • Axe Neutral Air: Increased Damage of the soft hit from 15 to 16.
  • Bow:
  • The Bow Recovery is excellent for sniping those who float above the stage, however followup attacks can be difficult, so we have increased the reward.
  • Bow Recovery: Increased Damage from 17 to 18.
  • Gauntlets:
  • The Gauntlets have had some power shifted from its downward initiation tool into its upward strike. The Down Air will have increased Dodge Windows between followup attacks to create a better difference between their possible string starters, while the Recovery has received an increase in the reward when dealing with high altitude opponents.
  • Gauntlets Down Air: Decreased Stun from 19 to 17.
  • Gauntlets Recovery: Increased Damage from 17 to 18.
  • Scythe:
  • The Scythe has received a number of changes that follow a design choice that had been applied to Blasters in a smaller degree some time ago. When caught in attacks, it is best to keep those strikes to quick moments, as overly long durations where a user has no control are a primary source of frustration in any game. We have altered the animations and reduced the durations of the grab-and-toss attacks, resulting in a generally quicker pace of play for both the user and the target. This does mean the Scythe user has less time to decide and input the desired version of the attack, but still proves long enough for reliable results.
  • Scythe Down Air: Reduced duration for the backwards version during the grab from 20 frames to 14 frames.
  • Scythe Down Light: Reduced duration for the neutral version during the grab from 19 frames to 14 frames; Reduced duration for the forward version during the grab from 21 frames to 16 frames.
  • Scythe Neutral Air: Reduced the duration for the neutral version during the grab from 20 frames to 13 frames; Reduced the duration for the backwards version during the grab from 26 frames to 19 frames.
  • Queen Nai:
  • Queen Nai’s Neutral Spear can serve has a solid anti-air, although it had lower end force and a flatter angle of knockback that made it more difficult to score a knockout. We have increased the reward for this power as well as the angle of knockback to follow a more vertical and natural path.
  • Queen Nai Neutral Spear: Increased Force from 50 Variable/65 Fixed to 52 Variable/65 Fixed; Increased Damage from 25 to 27; Raised angle of knockback.
  • Gnash:
  • Gnash’s Neutral Spear is now a faster anti-air for more reliable punishment against falling opponents.
  • Gnash Neutral Spear: Decreased Minimum Charge from 12 to 11.
  • Thatch:
  • Thatch’s Neutral Blasters is a very difficult attack to use, given its long time to hit and low range on the initial shot. We have made this attack fire off faster to be better in line with its range and potential use as a dodge punish
  • Thatch Neutral Blasters: Decreased Minimum Charge from 11 to 9.
  • Ember:
  • Ember’s Neutral Katars is a strong attack that reaches greater heights than most others, however this greater height does mean the user is in the air for a slightly longer amount of time. We have reduced the Recovery on this power to shift the risk/reward more in favor of the user.
  • Ember Neutral Katars: Decreased Recovery from 25 Fixed to 23 Fixed.
  • Scarlet:
  • The Neutral Hammer can be a strong attack, but overly difficult to land as the speed of the game has increased. We have decreased the Minimum Charge resulting in a faster strike that better fits the current pace of the game.
  • Scarlet Neutral Hammer: Decreased Minimum Charge from 15 to 12.
  • Azoth:
  • Similar to Scarlet’s Neutral Hammer, Azoth’s Neutral Axe had an overly long Time to Hit as the game speed has increased. We have reduced not only the Minimum Charge, but also the Time to Hit after release for more reliable usage as an anti-air.
  • Azoth Neutral Axe: Decreased Minimum Charge from 7 to 6; Decreased Time to Hit after release from 9 to 8.
  • Barraza:
  • We have pushed the risk/reward more in favor of the user by reducing the Recovery Time, given this attack’s already lengthy active portion that, while useful, can result in being overly punishable.
  • Barraza Neutral Blasters: Decreased Recovery Time on miss from 10 Fixed to 8 Fixed.
  • Jhala:
  • We have reduced the risk on Jhala’s Neutral Sword, as it is a lengthy anti-air similar to Barraza’s that can be overly punishable on miss due to its long overall duration.
  • Jhala Neutral Sword: Decreased Recovery Time from 16 Fixed to 14 Fixed.
  • New Legend Rotation:
  • This week’s Legend rotation features Ada, Bodvar, Brynn, Ember, Kor, and Ulgrim.
  • Bug Fixes:
  • Fixed a Multi Keyboard bug where keyboards using a volume knob could crash the game.
  • Fixed a bug where players could be incorrectly told that they finished the Brawl of the Week mission after playing it for the first time if they had partial progress on the Brawl of the Week quest from the previous week.
  • Fixed a bug that would cause the exhaust effects on Lance Down Air's ground collision to freeze.
  • Fixed a bug that caused the pick up effects for Blasters to not color swap
  • Cross Down Gauntlets: Fixed a case where the target could be dropped before the final hit. (Credit: NoviBliss)

New in Brawlhalla 2.60 (May 11, 2017)

  • Mallhalla:
  • Double Cross - “A gambler with the devil’s own luck.”
  • Ancient Azoth - “Even skeletons have skeletons in their closet.”
  • Brawl of the Week:
  • This week we’re introducing a brand new game mode for Brawl of the Week! In Platform Fighter you’ll brawl over control of different platforms to score points and secure victory.
  • Platform Fighter!
  • Four Players. Six Platforms.
  • One Platform will go ‘active’ at random. Be on that platform to score points.
  • 2 Minute Game Timer.
  • Spring Championship This Weekend:
  • This weekend The Brawlhalla Spring Championship is taking place! SS Circuit Points and $10,000 is at stake with four tournaments in two days for both NA & EU players. You can watch all the action live this weekend on twitch.tv/brawlhalla
  • Saturday - 1v1 NA and EU. 12pm - 6pm ET on http://twitch.tv/brawlhalla
  • Sunday - 2v2 NA and EU. 12pm - 6pm ET on http://twitch.tv/brawlhalla
  • To commemorate this Circuit event, The Spring Championship Pack is now available to purchase in the Steam store! This limited pack includes the following:
  • Spring Championship Avatar
  • Exclusive Hammer Skin - Dawn Hammer
  • 300 Mammoth Coins
  • Animation:
  • Animation performance improvements and overall polish continues:
  • Improved performance on all Blaster animations.
  • Centered Wall Jump animations on Blasters to be closer to the hurtbox.
  • Improved performance on all sword animations.
  • Minor tweak to start up animation of Sword Side Air.
  • Removed generic charge effects from Bodvar's Neutral Sword signature.
  • Centered Wall Jump animations on Sword to be closer to the hurtbox.
  • All of Rocket Lance's exhaust special effects now stay in world instead of tracking the player's movement.
  • Added the ability for animated lances to trigger animations during the ascent of Scarlet's Neutral Lance.
  • Minor tweaks to Scarlet's Side Lance animation. Fixed a bug that would cause some of the effects to play at the wrong time. Added animated lances during travel. Also extended recover animation to match timing of the power. Added a landing animation if it finishes near ground.
  • Flipped the lance art earlier in Scarlet's Down Lance animation.
  • Decreased memory usage of Yumiko’s kitsunebi (the flames / floating orbs used in some of her signatures).
  • Controller Support:
  • PC support for the Nintendo Switch Pro controller.
  • Maps:
  • The background art for Thundergard Stadium has been updated.
  • User Interface:
  • Watch Replays option has been moved out of the options tab and now has it’s own button in the corner menu.
  • Corner menu tab button for Game Room will now contextually switch to a Replay tab while inside the main menu.
  • Test Features:
  • No changes this patch. We're working on jump height and gravity changes internally, and should have a playable test soon. Additionally we're beginning to look at increasing dodge cooldown based on community feedback. Please let us know if you have any feedback on Move Variety Bonus before we move on!
  • New Legend Rotation:
  • This week’s new Legend Rotation features Cross, Diana, Jhala, Mordex, Queen Nai and Scarlet.
  • Bug Fixes:
  • Sword Side Light: Fixed a bug that caused gravity cancel time to extend on miss.
  • Gauntlet Side Air: Fixed a case where the target could be dropped before the final hit. (Credit: Ephi)
  • Scythe Side Light: Fixed a case where the target could be dropped before the final hit when traveling off the stage. (Credit: Ephi)
  • Hattori Side Sword: Fixed a case where the target could be dropped before the final hit. (Credit: Pajama___Sam)
  • Teros Side Axe: Fixed a case where the target could be dropped before the final hit when performed out of a dodge. (Credit: Narwhal)
  • Fixed very obscure bug in store that could result in a client crash when switching between keyboard and mouse devices while tabs are changing.
  • Fixed a bug that would cause the effects to flicker in Roland's Side Lance
  • PlayStation 4 Report:
  • We’re almost to the finish line of the PS4 port and we’re going to provide weekly progress updates at the bottom of our regular patch notes. There’s a lot of things that have been happening behind the scenes in support of PS4, and we’re excited to be so close to going live!
  • PS4 Servers come online this week! PS4 Servers will be PlayStation exclusive for the beginning of Closed Beta, we’ll be looking into crossplay functionality as the Closed Beta progresses.
  • PS4 Servers are located along side our PC server locations. During closed beta you can expect to play on your server of choice between US-E, US-W, Brazil, EU, Australia, and SEA.
  • We are planning to submit our certification build on Friday! For those unfamiliar with the details, cert is the last step of tests and checks we need to go through before the Closed Beta can go live on PS4. Think of it as the final mile of a marathon. We’re almost home!
  • You can still sign up for the PS4 closed beta at http://beta.brawlhalla.com/!

New in Brawlhalla 2.59.1 (May 5, 2017)

  • User Interface:
  • Corner menu has been returned to its original right justification location.
  • Corner menu buttons have been scaled up slightly for better readability.
  • Corner menu headcount texts have had their sizes increased.
  • Corner menu no longer overlaps the store window.
  • Corner menu gold display is now a single left aligned text field with comma formatting for larger numbers.
  • Corner menu clan tab head now reads: "Clan" instead of "Clans".
  • Corner menu no longer transitions into other screens when changing tabs. Instead all of the fading and interpolating animations have been removed. Now the windows will not jump to their final state upon changing tabs.
  • Corner menu tooltip for missions now reads: "Notifications".
  • Friends list font sizes and avatars have been scaled up and now contain more elements per page.
  • Clan list font sizes and avatars have been scaled up and now contains more elements per page.
  • Game room list font sizes and avatars have been scaled back up.
  • Game room now contains closer to the original number of elements per page.
  • Back button in character select is now pinned to the top-left corner.
  • Victory and Defeat taunt equipment slots now read: "Used post match" instead of "For scoreboard".
  • Scaled up controller hotkeys for taunt slots in the inventory.
  • Account XP bar is now a solid blue color.
  • Mission and notification headcount matte displays blue instead of red and the text color has been changed to a yellow.
  • Selected tab in the corner menu will now display a yellow rim for clarity.
  • Replays:
  • We are adding a dedicated view replay button to replace the gameroom button when on the main menu. It didn't quite make it in time, so in the short term, it will temporarily stay under settings.
  • Better replay menu visibility coming soon!
  • Bugs and Gameplay Fixes:
  • Yumiko Neutral Hammer: Fixed some cases where target could be
  • dropped before the final hit. (Credit GraverageGaming)
  • Yumiko Neutral Bow: Fixed some cases where target could be dropped
  • before the final hit. (Credit GraverageGaming)
  • Yumiko Side Bow: Fixed some cases where target could be dropped before the final hit.
  • Fixed a bug that could cause power animations to stop playing when a projectile fired by the power ends (Like Ada’s Blasters Neutral signature for example). (Credit Ikesow11)
  • Fixed a bug that could allow cooldown times to be overwritten by another power use. (Credit SlenderNesia)
  • Fixed a naming conflict with Doom Bringer by renaming the new weapon to Bane Bringer.

New in Brawlhalla 2.59 (May 4, 2017)

  • New Legend - Yumiko:
  • Yumiko the Kitsune is now available to play in Brawlhalla!
  • Weapons: Bow & Hammer
  • Stats: 4/7/4/7
  • Three Yumiko Skins are available:
  • Lil’ Yumiko - Totes Adorbs.
  • Tokyo Yumiko - An urban legend.
  • Cursed Mask Yumiko - You forget to cleanse ONE little mask.
  • Mallhalla:
  • Bonus login gold to celebrate PS4 Closed Beta has ended! You can still sign up for the PS4 Closed Beta at http://beta.brawlhalla.com
  • The Cosmic Chest is now available with chest exclusive skins General Vraxx, Apex Predator Asuri, and Infinite Wu Shang.
  • The Imperial Chest has departed.
  • Brawl Of The Week:
  • A game of quick alliances, and sudden betrayals.
  • 3 Player FFA
  • 3 Minutes Timed
  • Test Features:
  • Graduated from Test Features
  • We'll be keeping a close eye on Wall Slip to see if it needs more adjustment to avoid false positives or prevent ease of reset once it sees ranked play. Offstage stalling continues to be a frustration point for many players, so we're hoping this pushes the skill floor for the behavior to an ELO where players are more familiar with their tools for combatting it.
  • Wall Slip:
  • After performing any combination of 15 air jumps, wall jumps, or Recovery powers without landing on the ground, the player will immediately Wall Slip.
  • Aerial jumps, Recovery, and Dodge are disabled while in a Wall Slip state.
  • If Wall Slip has not been reached, its counter will be fully reset if the player hits or is hit by another player.
  • Gadgets and thrown weapons do not count for the purposes of resetting Wall Slip.
  • Warnings will trigger from the 9th jump onward, with warnings as 9, 12, and all 15 jumps have been consumed. (They will appear as “!”, “!!”, and “!!!” respectively)
  • Removed/Added Test Features:
  • There were some valid concerns brought up with the proposed version of Stale Move Negation, so we attempted to test versions that just accounted for missing. Unfortunately, this felt like it could punish an aggressive player and lead to weird side effects like stalling to reset your queue. Given that most of the feedback was also pretty negative, we decided to scrap the feature entirely.
  • Stale Move Negation:
  • Removed.
  • However, the one thing that did get brought up was how it encouraged play at the highest tier to mix things up for optimal play. We decided to explore that aspect a little more and are testing a new system to encourage that variety without penalizing repeated move use. We’d love to get your feedback on whether or not a Move Variety Bonus accomplishes the goal of encouraging more varied play without feeling punishing to the player when a situation requires a specific response.
  • Move Variety Bonus:
  • When hitting with an attack, if it was not one of the last six attacks that hit, it will deal an extra 5% Damage and Force.
  • If the hit is with a weapon (including unarmed) that was not used in the last six attacks, this is a 10% bonus instead.
  • Netcode:
  • Updated netcode algorithm slightly to dial back what seemed like excessive penalties for players in the 40-60ms ping range.
  • New update also take average frame time into account.
  • Gamepad Support:
  • PC support for the Microsoft Sidewinder gamepad.
  • Animations / Art:
  • Improved performance on Rocket Lance animations
  • Minor fix to the recovery in Spear Side Light's animation. Faded the second swing's effects so that it highlights the hit area better
  • Small tweaks to Spear Down Light's animation accompanied by balance changes (see balance notes). Smoothed the ending of the on hit animation.
  • Reduced how much the spear would go through the stage if Orion’s Neutral Spear landed on the ground. Snapped the ending in place so that he wouldn't be moving while the animation was planted. Fixed a bug that would cause hitboxes not to appear on the frame before the landing impact.
  • Gnash Spear Down now snaps to the ground a few pixel sooner to increase the impact feeling.
  • Shifted Blaster's Recover animation to be closer to the center so that it would not go into walls. Made animation smoother as well
  • Darkened muzzle flash effects on base Blaster moves to help highlight threat areas.
  • Minor tweaks on Blaster's Side Air to smooth the recovery animation.
  • Updated the animation on Cassidy Down Blasters to better display the individual blasts.
  • Updated the line work on a few Legend’s hands.
  • User Interface:
  • The Corner Menu has a whole new look!
  • Corner menu has been consolidated and moved to the top left hand corner of the screen.
  • User inventory has been moved to its own button
  • Brawlhalla ID is now listed inside of your inventory screen
  • Replays have been moved to the options menu
  • Better feedback on multiple menu items
  • Less intrusive notification markers
  • Fixed several bugs regarding the delegation of parent-child screen focus
  • Consolidated notifications and missions tabs into one larger tabs
  • Improved level up fanfare
  • More changes coming soon!
  • Balance:
  • This balance pass is targeted at opening up counterplay options against some of the currently oppressive weapons, as well as increasing utility or reward for a number of the more difficult to land attacks.
  • Wall Slip:
  • Wall Slip has been graduated from test mechanics and is now live in all game modes. Please refer to the Test Features section above for a full description.
  • Unarmed:
  • We have shifted some power from the Side Air into the Recovery, as the Side Air previously served as a combo tool at early health, and a strong knockout attack at later health.
  • Unarmed Side Air: Decreased Force from a range of 52 Variable~44 Variable/45 Fixed to a range of 44 Variable~40 Variable/45 Fixed; Decreased Stun from 22 to 19.
  • Unarmed Recovery: Increased Force from 43 Variable/53 Fixed to 46 Variable/53 Fixed.
  • Sword:
  • The Sword has undergone a number of adjustments this time around. We have reined in some of the generous mobility afforded in its aerial kit, and split the Side Light to have different recovery time based on hit or miss. The recovery time on hit has been altered to have less of an effect from high end Dexterity, opening a dodge window before followup attacks.
  • Sword Side Light: Split Recovery to be different on hit/miss; On hit Recovery is now 16 Variable/1 Fixed, while on miss Recovery is now 21 Variable/3 Fixed.
  • Sword Down Light: Increased Damage from 8 to 9.
  • Sword Recovery: Horizontal acceleration reduced by 25% during the power; Decreased Damage from 21 to 19.
  • Sword Side Air: Horizontal acceleration reduced by 20% during the power.
  • Hammer:
  • As Hammer’s main ground approach option, the Side Light did not have enough potential reward given its modest damage and string potential. We have slightly increased the overall damage, with a gentler decrease later in the attack.
  • Hammer Side Light: Increased Damage from a range of 15~10 to 16~12.
  • Blasters:
  • The Blasters can be played with an over-reliance on the Down Air’s relatively quick Time to Hit when coupled with using a jump as an aerial retreat. We have increased the Time to Hit to open up more time to challenge or avoid the attack, but we have also increased the reward for a successful strike.
  • Blasters Down Air: Increased Time to Hit from 11 to 13; Increased Force from 35 Variable/40 Fixed to 38 Variable/40 Fixed.
  • Spear:
  • We have a rather large change for Spear in this patch. The Down Light is now a dedicated anti-air and does not strike grounded opponents. We have extended the pole vault and kick to better fit this role.
  • Spear Neutral Light: Decreased Damage from 17 to 15.
  • Spear Down Light: This attack no longer hits grounded opponents, but has slightly increased vertical coverage for clear use as an anti-air attack.
  • Lance:
  • The Lance Down Light can be an overly safe move when used defensively, so we are shifting some power away from it into the Lance Recovery.
  • Lance Down Light: Increased Time to Hit from 8 to 9.
  • Lance Recovery: Decreased Recovery from 17 Variable/1 Fixed to 17 Variable/0 Fixed.
  • Axe:
  • We have shifted power from the Axe’s Ground Pound into some of the low damage attacks within the kit to better smooth out its desired areas of play.
  • Axe Side Light: Increased Damage from 12 to 13.
  • Axe Neutral Air: Increased Damage of the soft hit from 14 to 15.
  • Axe Ground Pound: Decreased Damage from a range of 22~16 to a range of 20~15.
  • Bow:
  • The Bow has become increasingly popular with its ability for some strong strings and punishes. We have modified the risk/reward on one of the most used attacks, while shifting some of that power into other areas of the Bow’s ground game.
  • Bow Side Light: Increased Recovery on miss from 17 Variable/1 Fixed to 17 Variable/3 Fixed; Decreased Damage from 18 to 16.
  • Bow Neutral Light: Increased Damage from 15 to 16.
  • Gauntlets:
  • The Gauntlets have received some increased risk to be better in line with the potential reward of a Neutral Air, as well as toning down the reward on hit of the Side Air to better match its utility and range.
  • Gauntlets Neutral Air: Increased Recovery on miss from 20 Variable/3 Fixed to 20 Variable/4 Fixed.
  • Gauntlets Side Air: Decreased Stun from 22 to 20.
  • Scythe:
  • We have shuffled some Damage around from attacks with higher utility and string potential into a few attacks that are more difficult to land. This should slow Scythe’s speed of building damage in general play while rewarding diverse use of the weapon’s whole kit.
  • Scythe Down Light: Increased Damage of the normal version from 14 to 15.
  • Scythe Neutral Air: Decreased Damage from 15 to 14.
  • Scythe Side Air: Decreased Damage from 16 to 15.
  • Scythe Ground Pound: Increased Damage from 17 to 18.
  • Katars:
  • As one of Katars main approach options, we have slightly increased the reward for landing a Down Air, while slightly reducing the attached risk on miss to be better in line, given the current state of movement options in the game.
  • Katar Down Air: Increased Damage of final hit on ground from 2 to 4, resulting in 11 total damage on average against a grounded opponent; Katar Down Air: Decreased Recovery on miss for the ground version from 14 Variable/3 Fixed to 14 Variable/2 Fixed.
  • Dodge Cancel Invulnerability:
  • With this patch, we are beginning to alter the invulnerability granted by canceling a speed dodge on a move by move basis. While many attacks maintain the previous standard of ending three frames before the first hitbox comes out, we have changed a number of key attacks. We believe that these new values will provide a better baseline to continue balancing from.
  • The following values indicate which frame of start up for each attack the dodge cancel invulnerability period will end.
  • Katar Neutral Light: 4, previously 3.
  • Katar Side Light: 6, previously 4.
  • Katar Down Light: 5, previously 2.
  • Sword Neutral Light: 1, previously 2.
  • Sword Side Light: 4, previously 7.
  • Sword Down Light: 4, previously 5.
  • Lance Neutral Light: 4, previously 5.
  • Lance Side Light: 5, previously 7.
  • Hammer Side Light: 6, previously 8.
  • Hammer Down Light: 4, previously 5.
  • Blasters Down Light: 5, previously 7.
  • Spear Neutral Light: 1, previously 2.
  • Spear Side Light: 6, previously 9.
  • Axe Neutral Light: 4, previously 6.
  • Axe Side Light: 7, previously 8.
  • Axe Down Light: 4, previously 5.
  • Bow Side Light: 6, previously 10.
  • Bow Down Light: 8, previously 10.
  • Gauntlets Side Light: 3, previously 5.
  • Gauntlets Down Light: 5, previously 8.
  • Scythe Side Light: 2, previously 4.
  • Hurtbox Adjustments:
  • Ada Down Blasters: Updated hurtboxing to better follow the animation.
  • Free Legend Rotation:
  • This week’s new Legend Rotation features Asuri, Azoth, Cassidy, Nix, Sir Roland, and Wu Shang.
  • Bug Fixes:
  • Fixed bug where default duration of Brawlball and Dodgebomb tried to start at 20 minutes which is now an invalid duration.
  • Fixed a bug that could cause jump animations to play incorrectly when leaving a wall.
  • Fixed bug causing account level animation to play more than once during the rewards screen after a match
  • Fixed bug where a "bounce" sound was playing at a miniscule volume. Should improve performance with the removal.
  • Fixed a bug that would cause the special effects in Ada and Cassidy's Down Blaster animations to play even if interrupted
  • Fixed a rare bug that could cause a player's animation and position to play incorrectly when hit immediately after a dodge.
  • Fixed bug causing corner menu to not display after leaving a training match

New in Brawlhalla 2.58 (Apr 27, 2017)

  • Mallhalla:
  • Ember The Hunter - Stalking monsters one silver arrow at a time!
  • Taunt: Next Level - Unleash your ki and feel the power!
  • Bodvar will now be showing off new taunts, and other items where applicable as the store model for Mallhalla.
  • Brawl Of The Week:
  • Snowbrawl!
  • 3 Minutes
  • 4 Player Free For All
  • 150% Damage
  • Test Features:
  • Added to Test Features:
  • Stale move systems come with a number of pros and cons at all levels of play. They give players some forgiveness while figuring out counterplay for a "spammed" move, and reward more spectator-friendly versatile play at the highest levels. On the other hand, they’re fundamentally restrictive and can punish players for correct move selection when their opponent falls into a habit.
  • Since the moves on a Brawlhalla legend aren't all available at the same time, this could be more limiting than other games that employ stale move negation. However, it could reinforce some of the more unique elements of Brawlhalla by rewarding frequent swaps from weapon to weapon.
  • This test is more of an open question than a feature we’re determined to add. We're interested to hear whether this ends up causing or alleviating frustration, and if players feel like it leads to any change in their playstyle.
  • Stale Move Negation:
  • When hitting with a power, Damage and Force are reduced based on how many of the last six powers that hit were the same as the one being used.
  • Damage and Force multipliers decrease from 95% on the second use of a power to a minimum of 50% Damage 50% Force on light attacks and 50% Damage 70% Force on Signatures if four of the last six hits were with the same power.
  • Hitting with a weapon (including unarmed) that was not used in the last six powers grants a 105% multiplier, or 110% if the other two movesets have been used.
  • Modified Test Features:
  • Wall Slip is still a contentious feature. Our takeaway from feedback is that it's something many players feel is important, and that clear rules and avoiding false positives during normal offstage play should take precedent over making it difficult for abuse cases to reset their state.
  • We feel the current direction has the best chance of meeting those goals, and hope that its shortcomings at higher skill levels can be supplemented with vertical chain dodges as an approach tool against the wall.
  • Currently, our plan is to iterate on what the final FX will look like internally and then graduate Wall Slip to ranked next week, but will be keeping an eye on feedback.
  • Wall Slip:
  • Once a player has entered a Wall Slip state, combat will no longer reset them until they touch the ground.
  • Removed from Test Features:
  • We're still very interested in experimenting with jump height or gravity to keep players in range of each other more often, but are removing this test temporarily to focus on other features.
  • Removed: Upward Jump Impulse for ground and air reduced from 59 to 57.
  • Removed: Wall Jump Impulse reduced from 55 to 50.
  • Networking Optimization:
  • Our previous algorithm was a bit too forgiving to people with just a little bit of lag, so we reworked it a bit. Before, the less laggy player might feel more rollbacks than the laggier player, but in our rework, most of that burden has been shifted to the laggier player. Now, even more than before, if you are noticing rollbacks, it will likely be more on your end than the other player. Also, we tightened up the server "too late" packet threshold by another 32ms, bringing it down to roughly 5 frames total. This should lower the worst case scenario during high variance/packet loss occasions.
  • Now, as with everything, this will be an ongoing process of iteration and feedback. When giving feedback, minimizing the number of variables will help us, so try to give us feedback based on a consistent opponent before and after the patch. these changes in a normal case are 2-3 frames here and there, so it might be subtle. Ultimately, we cannot beat the physical distances between players, we can keep working on techniques to make that unavoidable lag more bearable and enjoyable. Please let us know your thoughts!
  • Improved latency compensation algorithm
  • Tightened up server "valid input" threshold.
  • Animation Improvements:
  • This week we continue on our quest to bring older animations more up to date, and add performance improvements where we can along the way. You can expect more improvements like these as we move towards PS4 release later this summer!
  • Minor tweak to hammer's falling animation to improve the seaming of joints.
  • Brought the beginning of spear’s wall jump animations closer to the center of the hurtbox.
  • Removed secondary charge effects on Nai's Down Spear and Hattori's Neutral Spear signature animations.
  • Brought head in closer the body on spear's launch hit react animation. Also brought the body closer to the center of the hurtbox.
  • Improved performance of all spear animations.
  • Improved performance of all hammer animations.
  • Fixed a bug that would cause the effects on Nai's Neutral Spear animation to flicker for a frame if fully charged.
  • Fixed a bug that would cause Sentinel's Neutral Hammer animation to end early if used in air.
  • Animation System Revamp:
  • Our animation system has received a revamp and now runs off of pre-processed files. By pre-processing our animations, we eliminate the need to do so on the fly, improving framerate stability across the board. Animations are now also loaded dynamically on a need to know basis, meaning we can load very small chunks of animation data instead of needing to take the time to load a much larger, time consuming file. What all this means is that you should expect smoother performance and reduced memory usage.
  • Animation system overhauled for better overall game performance.
  • User Interface:
  • Loading screen now shows File Load percentage.
  • Bödvar-mania, nöw with glöriöus umlauts!
  • To improve online client performance the maximum length of an online custom game is now 15 minutes, down from 20.
  • Balance / Gameplay:
  • Thatch Down Blasters: Updated hitbox behavior on wall collision.
  • Changed logic for powers like Thatch Down Blasters and Ada Neutral Blasters to treat some diagonal surfaces like walls when determining collision behavior.
  • New Legend Rotation:
  • This week’s new Legend Rotation features Barraza, Bodvar, Ember, Mirage, Orion and Val.
  • Bug Fixes:
  • When viewing hitboxes, fixed a bug that would cause them to display in the wrong position if the same player had multiple active hitboxes on the same frame such as Thatch's Down Blasters. (Credit Juxxtapose_)

New in Brawlhalla 2.56 (Apr 13, 2017)

  • The Dragon’s Chest:
  • The glorious treasures long hoarded by a dangerous dragon are now available for purchase in Mallhalla!
  • 18 Legend Skins total
  • The Dragon’s Chest unique skins are:
  • Elven Ranger Diana
  • Lord Sentinel
  • Dragonslayer Val
  • Mordex Price Reduction:
  • After his first two weeks of monstrous villainy across Brawlhalla, Mordex gold cost has been reduced to 5400!
  • New Brawl of the Week:
  • Switchcraft 1v1! Choose your three favorite legends and enjoy the chaos.
  • Performance Improvements:
  • Improved client rendering performance slightly.
  • Improved memory usage and performance of the Blasters kit.
  • Modified Test Features:
  • Wall Slip:
  • In testing, we feel that the changes in 2.55 still have false positives that harm fun offstage play. It also seems like a player intent on stalling the game out on the wall can adapt and continue to reset their state indefinitely without much added risk.
  • This version of Wall Slip attempts to improve distinction between players fighting offstage and a stalemate (or resets that immediately return to a stalemate). The tradeoff for that is complexity - the algorithm has too many moving parts to be a player-facing rule.
  • So, the question this time: If we could get to a point where the system only punishes abusive play, is it acceptable that the exact trigger conditions are unknown as long as there's clear warning given?
  • The answer might be no, but we're not confident any simple condition could tell the difference between a wall battle and wall camping enough to fully preserve one and sufficiently prevent the other.
  • After spending too much time out of combat offstage, a player will start to enter a Wall Slip state.
  • Once the conditions have been met, the player has three wall touches before all of their recovery options are removed - aerial jumps, Recover, and Dodge will be disabled until returning to the stage.
  • Warning FX play to signify that these chances are being used up - "!", "!!", and "!!!".
  • The player is locked into an animation for 23 frames on the final wall touch.
  • Mordex Balance:
  • We have a few more adjustments for Mordex’s new-release time period, primarily focused on the reward of Signatures with a high degree of built-in movement. The Force on his Side Gauntlets and Down Scythe have been reduced to better match other similar powers, and a larger difference has been created between the directional options of the Down Scythe to emphasize map location when choosing between the two.
  • Mordex Down Scythe: Decreased Force on default behavior from 51 Variable/60 Fixed to 47 Variable/60 Fixed; Decreased Force on forward input version from 50 Variable/60 Fixed to 44 Variable/60 Fixed.
  • Mordex Side Gauntlet: Decreased Force from 57 Variable/72 Fixed to 54 Variable/70 Fixed.
  • New Legend Rotation:
  • This week’s Legend Rotation features Asuri, Azoth, Brynn, Cross, Scarlet and Thatch.
  • Bug Fixes:
  • Fixed a bug that caused the ‘Ready to Brawl’ banners to not display when quickly re-readying after backing out.
  • Gauntlets Neutral Light: Fixed a case where the target could be dropped before the final hit. (Credit: Dobrein)
  • Scythe Recovery: Fixed a case where soft platforms could cause the target to be dropped before the final hit. (Credit: Ephi)
  • Fixed a bug where the match preview for the Strikeout queue would show the normal preview cards instead of the special Strikeout cards

New in Brawlhalla 2.55 (Apr 6, 2017)

  • Malhalla:
  • New skins have been added to Mallhalla
  • Galaxy X Nai
  • Bullet Diver Lucien
  • Modified Test Features:
  • Wall Slip:
  • We're continuing to iterate on the Wall Slip feature based on concerns raised, but thought we'd update Test Features with the current progress.
  • One issue this round of changes aims at is making sure players have enough warning to return to the stage. We’ve added a visual countdown to when options expire.
  • Another goal is making the system less gameable. Using elapsed time prevents players from rationing out wall touches, and avoids issues on maps like King's Pass.
  • Keeping offstage play viable is important to us. Combat will now keep Wall Slip from triggering for longer, but we're still working on options to preserve positive cases without undermining the system. Changes like extending the window when a player takes damage would risk punishing a player for engaging on a wall camper.
  • After landing on a wall, players have a 10 second window of not touching the ground before they start to enter a Wall Slip state.
  • When the 10 seconds have passed, touching a wall will only reset jumps and Recover 3 more times until the player lands on the ground.
  • Warning FX play to signify that these chances are being used up - "!", "!!", and "!!!". The Wall Slip animation will still play on the final wall touch.
  • If the time limit has not expired, hitting another player will extend the time by 2 seconds. Weapon and gadget throws do not count as hits for this purpose, and multihit powers only count as one hit.
  • 8 Player:
  • All maps now have at least eight initial spawn locations so that players no longer spawn on top of each other when playing 8-player games on small maps.
  • Training Mode:
  • When using Position Reset in Training Mode, the bot's facing will now also reset to which way they were facing when Position Reset was toggled on.
  • New Brawl of The Week:
  • Mayhem!
  • Eight Players
  • 200% Damage
  • 3 Minutes Timed
  • New Legend Rotation:
  • This week’s Legend Rotation features Koji, Nix, Orion, Ragnir, Teros, and Val.
  • Mordex:
  • Mordex is up for his post-release adjustments, and we have increased the recover time on miss for his Down Signatures based on your feedback. The Down Scythe in particular could be followed too quickly on miss with another attack when considering the potential reward of this Signature, while the Down Gauntlets has received a smaller increase to recover time due to its shorter range and one-directional movement.
  • Mordex Down Scythe: Increased total Recover Time on miss from 20 to 23.
  • Mordex Down Gauntlets: Increased total Recover Time on miss from 18 to 19.
  • Bug Fixes:
  • Fixed bug causing focus to not correctly return to the store screen when attempting to edit controls while browsing the store. Instead, the store will now close upon opening the controller device screen.
  • Fixed some rare cases of grabs using the wrong position to place their targets.
  • Fixed bug causing certain parts of the main menu UI to remain open after launching a replay.
  • Fixed Mordex Deal With It Shades placement. (HF 2.54.1)
  • Fixed all missing gauntlet views for Mordex animations. (HF 2.54.1)
  • Fixed a bug that could cause Mordex Side Scythe's hitboxes to become detached from the fx location on wall collision. (HF 2.54.1)
  • Fixed a client crash bug when a Mordex grab ended in a strange state. (HF 2.54.1)

New in Brawlhalla Mordex Update (Mar 30, 2017)

  • Enter Mordex:
  • New Legend - Mordex!
  • Weapons: Gauntlets & Scythe
  • Stats: 6/4/5/7
  • Mordex enters Brawlhalla with three additional skins
  • Iron Legion Mordex
  • North Wind Mordex
  • Celestial Mordex -
  • Introducing Brawl of The Week:
  • Now located in the Casual Queue menu you can play the Brawl of The Week!
  • We’re kicking things off with FFA Dodgebomb. The game selected for Brawl of The Week will change every week.
  • First win in Brawl of the Week will grant 300 bonus gold.
  • New Map:
  • Lost Labyrinth has been added to the Free For All map rotation (formerly the test map Small Big Kings Pass).
  • Big Lost Labyrinth has been added as a 8 player map in custom lobbies (formerly Big Kings Pass).
  • Free Enter Mordex Avatar - This Week Only:
  • If you log in this week, the Enter Mordex avatar will be automatically placed in your inventory. Tell your friends, and thanks for playing!
  • Dodgebomb Improvements:
  • Now deadlier! Dodgebomb bombs have added 40 variable impulse compared to other game modes.
  • Dodgebomb map art has been updated. Goodbye placeholders, hello glorious art.
  • The four player version of the Dodgebomb Map now uses the larger platforms from the 8 person map. Level bounds has been brought in a bit to better center gameplay and provide ever so slightly more risk to the outer platforms.
  • Dodgebomb Bombs now fall to the ground after spawning instead of spawning directly on each platform.
  • Twitch Account Linking:
  • In the account menu you can now link your Brawlhalla account to Twitch!
  • You can choose to have your Twitch account linked on the official Brawlhalla rankings page. To turn this on enter /twitchshow in any Brawlhalla game chat box. To turn it off enter /twitchhide.
  • More features will be coming soon!
  • User Interface:
  • The main menu has been upgraded with new organization, new sub menus and new art.
  • Gameplay:
  • Camera slightly adjusted so it will spend less time zoomed out during matches.
  • Test Features:
  • We’ve heard your feedback, and are introducing a new change into Test Features this week to address overly passive playstyles. While we’re not sure if the values are spot on, we think this is a good direction to try, and are looking forward to hearing back from you. Let us know what you think!
  • Added to Test Features:
  • If a player touches the wall 7 times without touching the ground, they will Wall Slip.
  • Wall Slip locks the player into a slip animation for 23 frames.
  • Once a player has Slipped, they no longer regain jumps or Recover on wall touch until they land on the ground.
  • Balance:
  • Clash Normalization:
  • Clashes largely occur when two players make good decisions at the same time. Certain moves can result in far less Damage or Force than intended or far more Stun than intended when they're not able to play through, resulting in an unfair trade. We’ve normalized the effect of clashes to better balance the outcome for both players.
  • When two moves clash, the same Damage and Force is applied to both players, replacing the normal hit.
  • When two light attacks clash, this is a hit dealing 10 Damage, 20 Variable Force, 60 Fixed Force, 25 Stun.
  • When two Signatures clash, the hit deals 20 Damage, 50 Variable Force, 80 Fixed Force, 25 Stun.
  • Direction of Force is based on relative position rather than the normal hit and players will always be knocked away from each other.
  • Reminder: Heavy attacks out prioritize light attacks. In the case of a clash between a light attack and a heavy attack, the heavy attack wins without a clash.
  • Weapons:
  • As the next major Circuit event, CEO Dreamland, draws near we have some adjustments to complement the recent Season changes. A number of older weapons that were altered for increased string potential in their ground kits have had some fine tuning to better accomplish that goal, while some of the currently dominant weapons have had the dodge windows in their strings slightly opened up. There are also a number of damage and force adjustments to balance the risk/reward factor for weapons such as Blasters, Spear, and Gauntlets. This patch marks the balance lock for CEO Dreamland on April 14-16, and we look forward to seeing all the competitors push these changes to the limit!
  • Sword:
  • The Sword has received some increased stun on both of its grounded string starters, as well as a more reliable setup location from Side Light. Sword users should find increased pressure during on-stage play in the form of tighter windows between subsequent attacks.
  • Sword Neutral Light: Increased Stun from 20 to 22.
  • Sword Side Light: Increased Stun from 14 to 15; Lowered angle of Force; Increased Force of final hit from 0 Variable/75 Fixed to 0 Variable/80 Fixed.
  • Hammer:
  • The Hammer has also received a better setup location from knockback and stun on its Side Light, affording Hammer users a better transition to continued pressure on the ground.
  • Hammer Side Light: Increased Stun from 23 to 24; Decreased Force from 5 Variable/75~55 Fixed to 5 Variable/56~30.
  • Blasters:
  • The Blasters have had their potential reward curtailed by opening up the dodge windows off of a Down Air hit. The damage has also been reduced on the Neutral Light, as it can provide quick coverage and serves as one of the usual followups to the Down Air
  • Blasters Neutral Light: Decreased Damage from 21 to 19.
  • Blasters Down Air: Decreased Stun from 18 to 17.
  • Rocket Lance:
  • The improved ground string starter, Down Light, has had some adjustment to better fit this role in the form of better stun and a closer setup location for followup attacks. The Recovery attack now fires off slightly faster, to perform more reliably in general gameplay, as the increased movement speed from the Season changes negatively impacted its stationary startup.
  • Rocket Lance Down Light: Increased Stun from 22 to 23; Decreased Force from 4 Variable/45 Fixed to 4 Variable/35 Fixed.
  • Rocket Lance Recovery: Decreased Minimum Charge time from 14 to 12.
  • Spear:
  • The Spear has had some dodge windows opened up off of its string starters with greater coverage/range, namely the Side Light and Neutral Air. The Side Air has also had its force reduced to be more in line with other similar attacks, resulting in slightly reduced KO potential until later health values.
  • Spear Side Light: Decreased Stun from 21 to 19.
  • Spear Side Air: Decreased Force from 43 Variable/45 Fixed to 40 Variable/45 Fixed.
  • Spear Neutral Air: Decreased Stun from 24 to 22.
  • Gauntlets:
  • We have reduced the force on some of the Gauntlets edge-guarding tools to reduce their off-stage threat to healthier levels, allowing more chances to recover when playing against them. The Neutral Air has also had a minor stun reduction not only to reduce off-stage threat, but also to open up some dodge windows in certain strings.
  • Gauntlets Neutral Air: Decreased Stun from 20 to 19.
  • Gauntlets Side Air: Decreased Force from 40 Variable/55 Fixed to 37 Variable/55 Fixed.
  • Gauntlets Ground Pound: Decreased Force from 48 Variable/48 Fixed to 44 Variable/43 Fixed.
  • Bow:
  • Landing a Down Air on stage now provides a better setup for subsequent attacks due to increased stun and decreased force when hitting a surface. The normal aerial shot remains unaltered at its current force and stun values.
  • Bow Down Air: Increased Stun of mid-range ground hits from 19 to 22 and Stun of close-ground hits from 23 to 24; Decreased Force on ground hits from 42 Variable/50 Fixed to 38 Variable/45 Fixed.
  • Scythe:
  • We have opened up dodge windows for a few Scythe strings to allow a better chance of escape. To compensate, the damage has been increased on the Side Air, as it is primarily a standalone attack. The Recovery has had its power brought in line by reducing the force and softening the angle of knockback to allow more chances for the target to recover back to the stage, as well as decreasing its effect on-stage.
  • Scythe Neutral Light: Decreased Stun from a range of 21~17 to a range of 20~16; Increased Recovery on miss from 1 Fixed/19 Variable to 3 Fixed/19 Variable.
  • Scythe Neutral Air: Decreased Stun from 23 to 22.
  • Scythe Side Air: Increased Damage from 15 to 16.
  • Scythe Recovery: Decreased Force from 44 Variable/62 Fixed to 40 Variable/55 Fixed; Softened the angle of Force to be less steep.
  • Katars:
  • To aid in grounded string potential, the Side Light is now a more consistent setup attack until the target is at orange levels of health, while the Down Air now has a minor frame advantage when landing the attack on-stage.
  • Katars Side Light: Decreased Force from 23 Variable/33 Fixed to 18 Variable/33 Fixed.
  • Katars Down Air: Increased Stun on a ground hit from 8 to 10.
  • Axe:
  • We have mildly increased string potential for the Axe kit with extra Stun on the Down Air and the Neutral Air for more reliable followup attacks when landing either. The Down Air on stage can now more reliably be followed by a Down Light, and the Neutral Air by a gravity-cancel attack or Side Air.
  • Axe Neutral Air: Increased Stun on soft hit from 27 to 28.
  • Axe Down Air: Increased Stun from 17 to 18.
  • Bug Fixes:
  • Fixed a bug where a controller could get double inputs if it was connected after the game client was launched but before it finished loading the game files.
  • Fixed a bug where players using Multikeyboard could not bring up the pause menu during replays.
  • Fixed a bug in Strikeout, Switchcraft, and Dodgebomb where the HUD wasn't flashing a -1 when a player lost a life like it does in Stock.
  • Ragnir Neutral Axe: Fixed a case where the target could be dropped before the final hit. (Credit: Dobrein)

New in Brawlhalla 2.53 Beta (Mar 23, 2017)

  • Mallhalla:
  • Imperial Chest is now available to open in Mallhalla with three exclusive skins.
  • Death Adder Hattori
  • Warrior Spirit Kor
  • Yakuza Koji
  • Space Dogfighter Vraxx - “The lore is strong with this one.”
  • Dark Heart Scythe - “The harvest has begun.”
  • Bragnarok East Avatar - “Brawlhalla: 1514. PAX East: 295. Stock count enshrined!”
  • Gameplay Improvements:
  • We've heard feedback from several players asking us to reconsider the loss of mobility when a dodge is canceled into a wall. Movement from the dodge has been added back.
  • When a dodge is canceled on wall collision, it now keeps the movement of the dodge and only loses invulnerability.
  • Animation Improvements:
  • Adjusted Teros Down Axe charge up pose to improve individuality and identification when compared to his other Axe signatures.
  • Animation adjustments to Teros Down Axe Sig.
  • Smoothing adjustments to Vraxx Select Screen animations.
  • User Interface:
  • Main menu now retains cursor memory instead of always resetting back to the "Online" option.
  • Casual online options view has been updated to a new visual motif.
  • Updated the Report Bug screen to include a link to the Brawlhalla support website (brawlhalla.com/support/).
  • Main menu button options and tiles scaled up to better fit the empty space in the initial main menu view.
  • The scoreboard screen at the end of online games now shows your room number.
  • Updated UI menu background art to closer match the original aesthetic.
  • Controller Support:
  • Dual analog controllers with sticks that click (e.g., Xbox and Playstation controllers) can now frame step in Training Mode and Replays.
  • Clicking both sticks at the same time will pause/play.
  • Clicking the left stick while paused will step back.
  • Clicking the right stick while paused will step forward.
  • The old way of frame stepping with a controller in replays will also still work (right stick up or down to pause, right stick left to play backwards, right stick right to play forwards).
  • Multikeyboard Support:
  • Chatting now works properly with Multikeyboard enabled.
  • Added frame-stepping support for Multikeyboard (same as normal: F5 step back, F6 step forward, F7 play).
  • New Legend Rotation:
  • This week’s Legend Rotation features Ada, Asuri, Azoth, Cassidy, Scarlet, and Wu Shang.
  • Bug Fixes:
  • Fixed missing color swaps on Darkheart weapon set.
  • Fixed bug where screen shake was too intense on a thrown Proximity Mine hit.
  • Fixed a bug where resetting your keyboard controls while in Training mode would leave you unable to use the frame stepping commands.
  • Fixed a bug where colors were not always what you'd expect when either switching from teams to FFA or when switching to or from Strikeout/Switchcraft to another mode where you select only one Legend.
  • Fixed a bug where the camera would lock to the top of the screen instead of centering itself when playing a fixed camera game mode (Catch Bombs Training, Bombsketball, DodgeBomb, etc) with a screen ratio that is wider than 16:9.
  • Fixed a bug in training mode where any gadget given to a bot could not be picked up by the player if they knocked it out of the bot's hands.
  • Fixed a bug where the host of a game that forces teams on (e.g., Brawlball) could never start the game if his or her team had one fewer player than the opposing team.

New in Brawlhalla 2.52 Beta (Mar 16, 2017)

  • New Items In Mallhalla:
  • KO Effect: Thor’s Applause - “What’s the sound of one god clapping?”
  • Season Changeover and Glory Rewards:
  • Season 3 has officially come to a close and Season 4 has begun!
  • Season 3 rewards have been delivered! Check your inventories for avatars, borders, and Glory to spend in Mallhalla.
  • Soft Elo Reset:
  • Taking into account user feedback, we decided to go with a less aggressive Elo squash. This should reduce the frustration of playing early in the season against more skilled players and create better matchmaking for everyone.
  • Your tiers (gold, platinum, etc) and your best rating have been adjusted accordingly
  • 1v1 and 2v2 Personal Rating:
  • Under 1400: New Elo = Old Elo
  • Over 1400: New Elo = 1400 + (Old Elo – 1400) / (3 – (3000 – Old Elo) / 800)
  • 2v2 Team and Legend Rating:
  • 2v2 Team & Legend Ratings have been brought closer to 750.
  • Under 2000: Elo = (Elo + 375) / 1.5
  • Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
  • Glory Earnings Calculation:
  • Glory earned is based on a combination of your Peak Rating (highest 1v1, 2v2, team, or Legend rating/elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory.
  • You gain 20 Glory per win up to 150 wins which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less.
  • There is a minimum requirement of 10 games played to be eligible for Glory based on your rating.
  • Ranked Borders from Season 3:
  • If you placed in gold or better in your best rating, you are given a ranked border that people will see in the match preview screen. There is a ranked border for gold, platinum, and diamond tiers. These will last for one season and will be updated again after Season 4.
  • Your border from Season 2 does not carry over or have any impact on your Season 3 border.
  • Ranked Avatars from Season 3:
  • Ranked Avatars will be rewarded, this time with prestigious versions for those who’ve placed in high ranks during previous seasons. For example, if you placed in Platinum last season and Gold this season you’ll receive the upgraded versions of the Competitor’s Badge and Gold Emblem. You will still have your original Platinum Emblem avatar from Season 2.
  • Competitor’s Badge: Awarded to anyone who plays 10 Ranked Games or more.
  • Gold Emblem: Awarded to players who finish at Gold or above.
  • Platinum Emblem: Awarded to players who finish at Platinum or above.
  • Diamond Emblem: Awarded to players who finish at Diamond.
  • Upgraded versions of Ranked Avatars are awarded to those who have earned the same Avatar in Seasons 1-3.
  • Multikeyboard Support for Local Play:
  • Windows (7 or later) players can now have multiple keyboard players on the same machine.
  • To enable multiple keyboards, right-click on Brawlhalla in your Steam library, go to ‘Properties’, click the ‘Set Launch Options…’ button, and add ‘-multikeyboard.’
  • When Multikeyboard is enabled, keybinds are saved separately from your normal keybinds, and they are saved per keyboard per USB port.
  • You cannot play with a mouse while using Multikeyboard unless you pair it to a keyboard. To pair a mouse with a keyboard when Multikeyboard is on, hold down the 'M' and 'O' keys on your keyboard and then right click with your mouse. You can do this at any point once the game client is running, but it's easiest to see that it's working from the controls screen. For example, if your keyboard appears as "KB 24F0-0101" on the tabs on the left side of the screen, it should change to "KBM 24F0-0101" once a mouse is paired.
  • Even after being paired with a keyboard, the mouse cannot be used to select a Legend in the select screen or to vote for/strike a map in the map select screen.
  • Frame stepping in replays and the training room does not yet work with Multikeyboard enabled.
  • Movement:
  • Increased Run Speed is the closest to unanimously positive feedback a Test Feature has gotten, so we wanted to make it work despite some potential pitfalls.
  • Difference in speed between Legends has been narrowed since it was first introduced to keep low speed Legends from feeling inviable after the change. We've toned down the increase to air speed to give some extra edge in mobility to a grounded player against an airborne one.
  • A number of older Signatures have been given increased travel speed to account for the faster movement of their targets. We’ll be watching to see whether this round of changes is working as intended, and may give a similar treatment to several other Signatures before long.
  • Increased Grounded Run Speed by 15%. (Graduated from Test Features)
  • Increased Aerial Run Speed by 10%.
  • For the following Signatures, increased travel speed to push their effective threat farther forward and make them harder to outrun.
  • Asuri Side Sword - Increased travel speed during the charge.
  • Azoth Side Axe - Increased travel speed before the first hit.
  • Barraza Side Blasters - Slightly increased travel speed throughout the power duration.
  • Bodvar Side Hammer - Increased travel speed before the first hit.
  • Brynn Side Spear - Slightly increased travel speed throughout the power duration.
  • Cassidy Down Hammer - Slightly increased travel speed throughout the power duration.
  • Diana Side Blasters - Increased travel speed before the first hit.
  • Ember Side Bow - Increased travel speed at the start of the leap.
  • Gnash Side Spear - Increased travel speed before the first hit.
  • Jhala Side Sword - Increased travel speed before the first hit.
  • Kor Down Hammer - Slightly increased travel speed while rolling along the ground.
  • Lucien Down Katar - Increased travel speed before the first hit.
  • Nai Side Katar - Increased travel speed before the first hit.
  • Thatch Side Sword - Slightly increased travel speed throughout the power duration.
  • Teros Side Axe - Slightly increased travel speed throughout the power duration.
  • Ulgrim Side Lance - Slightly increased travel speed throughout the power duration.
  • Vraxx Side Lance - Increased travel speed before the first hit.
  • Speed Dodge:
  • We've pulled in Speed Dodges in a few ways, building on the last round of Test Features.
  • The number of consecutive dodges have been lowered to two, reducing the total amount of time a player can spend invulnerable and limiting their options after the chain.
  • Invulnerability frames when canceling an attack have been lowered to create a more standard window of vulnerability before the hit. This should help address concerns that weapon kits with faster startup times benefit more from Speed Dodges.
  • The addition of vertical Chain Dodges adds some extra utility to the feature, giving some new options for pursuing a jumping opponent or approaching around corners.
  • Number of consecutive dodges when performing a chain dodge reduced from three to two. (Graduated from Test Features)
  • Chaining a speed dodge directly upwards or downwards no longer slows to a normal dodge like chaining backwards does. (Graduated from Test Features)
  • Invulnerability frames when canceling a Speed Dodge into an attack now end three frames before the first hitbox. (Max 10 frames, min 1 frame)
  • Gadgets and Item Spawning:
  • Item Spawning at the start of Sudden Death can be frustrating. We've updated that behavior to be more consistent and ensure it places players on even footing.
  • Item spawning logic at the beginning of Sudden Death now mirrors the logic at the beginning of the match, i.e., a weapon will spawn in the middle for 1v1, and each team will get a weapon spawned in 2v2.
  • The rewards for landing a bomb hit have been reduced. We've made some changes to how it directs Force and given a penalty to downward Force to dial down the high variance in whether a bomb is lethal between on and offstage play.
  • Bouncy Bomb: Decreased Damage from 30 to 20; Decreased Fixed Force from 76 to 60; Decreased Variable Force by 32%; An additional 25% Force reduction is now applied to downward Force; The Force applied by Bombs is no longer constrained to 45 degree angles; Decreased Stun from 31 to 26
  • Proximity Mines have also lost some overall reward, and have been reworked so that they only explode once stuck to a surface. This should push their use case farther from Bombs as well as reduce risk for aggression against a player holding a mine.
  • It should also be clearer now when a planted mine is expiring and when it’s no longer active.
  • Proximity Mine: Decreased Damage from 30 to 25; Decreased Force from 75 Variable/64 Fixed to 45 Variable/64 Fixed.
  • Proximity Mines now only explode once planted. If they hit a target while thrown, they do roughly as much Force and Damage as a thrown Horn.
  • Instead of fading out like thrown weapons, armed Proximity Mines now flash white when they're about to expire the same way that other gadgets do when they're about to expire. This fixes the bug where fading mines could still be triggered and explode, and it also does a better job of indicating when an armed mine is about to expire.
  • Modified Test Features:
  • There's been some pushback against the latest incarnation of fall speed changes. We’ve swapped out the increased gravity and the other changes needed to support it, and are trying a simpler jump reduction instead.
  • Upward Jump Impulse for ground and air reduced from 59 to 57.
  • Wall Jump Impulse reduced from 55 to 50.
  • Removed: Increased fall and fastfall speeds by 15%.
  • Removed: Increased upward jump impulse from 59 to 62.5.
  • Removed: Increased jump startup from 2 to 4.
  • Remaining in Test Features:
  • Final polish for this feature is still being worked on, but we believe it’s a good change.
  • Gadgets telegraph for about a second before spawning in, the same as weapon drops. They use a blue highlight as a placeholder for a spawn-in animation
  • Balance Improvements:
  • A new season brings fresh changes and many new possibilities to explore! This time around we have updated the existing strings and combos for the older weapons in an effort to bring them up to speed with the more recent releases. That means focusing on setup attacks within the weapon’s kit that lead well into subsequent attacks by leaving the opponent within close reach to continue the fight. We have primarily taken some of the softer hitting attacks that would not reasonably score knockouts, and given them a new purpose for a more cohesive moveset. We have also laid out several changes to reign in the overperforming weapons, primarily Scythe and Katars.
  • Sword:
  • The Sword will see a shift in KO potential from an aerial light attack, into the aerial heavy attack. This serves to emphasize the resource use of a Recovery attack, while also lending the Neutral Air to better use in early strings. The Neutral Light will lean into its role as a defensive attack with later rewards, resulting in greater Force and Damage to send an opponent flying. The Side Light has had its Force reworked to continue serving its use as an early string component at all stages of a brawl.
  • Sword Neutral Light: Decreased Damage from 17 to 15; Increased Force from 30 Variable/40 Fixed to 35 Variable/45 Fixed.
  • Sword Side Light: Changed Force of final hit from 20 Variable/72 Fixed to 0 Variable/75 Fixed; Decreased Stun from 16 to 14; Slightly raised angle of knockback.
  • Sword Down Light: Decreased Stun from 31 to 19; Decreased Force from 5 Variable/60 Fixed to 0 Variable/60 Fixed.
  • Sword Recovery: Increased Force from 32 Variable/55 Fixed to 40 Variable/55 Fixed.
  • Sword Neutral Air: Decreased Force from 44 Variable/50 Fixed to 38 Variable/50 Fixed; Decreased Damage from 20 to 18.
  • Hammer:
  • The Hammer changes begin with updating the Side Light, Recovery, and Down Air to better serve in combos and strings, similar in use as many currently popular strings in the kit. While we have created new and more reliable string routes, we have also toned down many of the attacks upon which the previous routes hinged, as Hammer has proven to be a devastating weapon in tournament play.
  • Hammer Neutral Light: Increased Time to Hit from 4 to 5.
  • Hammer Side Light: Changed Force from 31~22 Variable/55~35 Fixed to 5 Variable/75~55 Fixed; Increased Stun from 21 to 23; Decreased Damage from 20 to 15.
  • Hammer Down Light: Decreased Stun from 33 to 25.
  • Hammer Side Air: Decreased Stun from 25 to 23.
  • Hammer Neutral Air: Decreased Damage from 25 to 22.
  • Hammer Recovery: Decreased Self Impulse from -78 to -70; Increased Damage from 12 to 15; Decreased Force from 40 Variable/50 Fixed to 38 Variable/48 Fixed.
  • Hammer Down Air: Decreased Force from 50 Variable/50 Fixed to 35 Variable/50 Fixed.
  • Blaster:
  • High damage and range have always been an integral part of the Blasters identity, however many situations would leave them wanting for possible followup attacks. The Neutral and Side Light attacks have been molded into more consistent setup tools on the ground, while the Down Air will see an increase in both off-stage reward and on-stage string usage.
  • Blasters Neutral Light: Increased Stun from 18 to 20; Changed Force from 5 Variable/50 Fixed to 0 Variable/52 Fixed; Decreased Damage from 23 to 21.
  • Blasters Side Light: Decreased Force from 10 Variable/55 Fixed to 5 Variable/40 Fixed; Angled knockback to be more vertical; Decreased Stun from 23 to 20.
  • Blasters Down Air: Increased Force from 23 Variable/35 Fixed to 35 Variable/40 Fixed; Angled knockback to be more vertical; Decreased Stun from 19 to 18.
  • Spear:
  • While spear continues to be a popular weapon, there were a few inconsistent moves in its kit that lead to frustrating situations despite good decisions by players. These adjustments should make spear play more consistent in a variety of situations.
  • Spear Down Light: Decreased Force from 11 Variable/50 Fixed to 5 Variable/50 Fixed.
  • Spear Down Air: Decreased Self Impulse on hit by 10%.
  • Spear Neutral Air: The multi-hit portion now pulls the target inward before the final hit, resulting in more consistent setup locations.
  • Rocket Lance:
  • The Rocket Lance has also received improved string potential, while still maintaining most of the current set. Similar to the Sword Neutral Light, the Lance Neutral Light now emphasizes its use as a defensive option to force opponent’s off of the user. The remaining grounded light attacks now serve as more consistent string and combo starters, with increased KO potential in the air kit for more cohesive gameplay. In exchange for the improved ability for strings, some of the reward and combo leniency has been reduced in the form of decreased Damage and Stun.
  • Rocket Lance Neutral Light: Increased Force from 28 Variable/49 Fixed to 40 Variable/43 Fixed; Increased Stun from 23 to 25; Slightly lowered angle of knockback to be more horizontal.
  • Rocket Lance Side Light: Decreased Stun from 30 to 18; Decreased Force from 5 Variable/56 Fixed to 0 Variable/48 Fixed.
  • Rocket Lance Down Light: Decreased Force from 8 Variable/50 Fixed to 4 Variable/45 Fixed; Decreased Stun from 23 to 22; Decreased Damage from 23 to 18.
  • Rocket Lance Side Air: Changed Force from 36 Variable/67 Fixed to 39 Variable/65 Fixed.
  • Katar:
  • Katars have been a dominant force in competitive Brawlhalla, and proved to be a mainstay despite previous attempts to bring the weapon in line with others. With these changes, Katars should feel less oppressive to fight against, while still allowing strong play from those who wield them well.
  • Katar Neutral Light: Decreased Damage from 15 to 13; Increased Time to Hit from 5 to 6.
  • Katar Side Light: Decreased Damage from 13 to 11; Increased Time to Hit from 5 to 7; Decreased Stun from 21 to 20.
  • Katar Down Light: Decreased Damage from 11 to 10; Decreased Stun from 24 to a range of 22~16.
  • Katar Neutral Air: Increased Recovery on miss from 0 Fixed/22 Variable to 3 Fixed/22 Variable; Decreased Damage from 12 to 11.
  • Katar Recovery: Decreased Damage from 20 to 18.
  • Bow:
  • A fairly major shift for bow routes is implemented here, focusing on the Side Light for increased combo potential. The Down Light receives a boost to use as a setup tool and neutral game poke, as the reduced Stun makes it a string starter with dodge windows available after the attack connects. Bow users would do well to hone their dodge punishes, while enjoying the new rewards the Side Light offers.
  • Bow Side Light: Changed Force from 30 Variable/39 Fixed to 0 Variable/52 Fixed; Increased Stun from 18 to 19; Decreased Damage from 21 to 18.
  • Bow Down Light: Increased Damage from 10 to 12; Decreased Time to Hit from 17 to 16; Decreased Stun from 26 to 18.
  • Axe:
  • We have moved the Axe more towards its identity as a larger heavy hitting weapon, with increased Time to Hit on the aerial kit following with increased Damage. The dodge windows within strings have been widened accordingly, while we have also increased the use of the Down Air as a stringable attack by decreasing the force for more stable knockback on-stage.
  • Axe Side Light: Decreased Stun from 30 to 28; Increased Damage from 11 to 13.
  • Axe Side Air: Increased Time to Hit from 14 to 16; Increased Damage from 17 to 19.
  • Axe Neutral Air: Increased Time to Hit from 14 to 15; Increased Damage of the soft hit from 12 to 14.
  • Axe Down Air: Increased Time to Hit from 14 to 15; Decreased initial Force from 40 Variable/62 Fixed to 38 Variable/60 Fixed.
  • Scythe:
  • The Scythe has been a hot topic of debate, with strong showings in the Circuit. We have increased the time between the rotation of attacks by adding Time to Hit and Recover time on some of the quicker attacks in the kit. We have also slowed the Damage build slightly on several key attacks, as well as decreasing the KO potential of the Recovery attack given how well the attack covers the user.
  • Scythe Side Light: Increased Recover on miss from 12 Variable/0 Fixed to 12 Variable/1 Fixed; Increased Time to Hit from 6 to 7.
  • Scythe Neutral Air: Increased Time to Hit from 11 to 12; Increased Recover on miss from 20 Variable/1 Fixed to 20 Variable/2 Fixed.
  • Scythe Down Air: Decreased Damage from 16 to 15.
  • Scythe Down Light: Decreased Damage of the normal release from 16 to 14.
  • Scythe Recovery: Decreased Damage from 20 to 18; Decreased Force from 46 Variable/65 Fixed to 44 Variable/62 Fixed.
  • Gauntlets:
  • We have slightly improved the Gauntlets string potential with increased Stun on the Down Air, for stronger pressure both on and off-stage. Some Damage increases to key moves in the kit round out the changes, as we suspect Gauntlets users will have an easier time finding those openings for their impressive strings with the movement and dodge changes going live with this patch.
  • Gauntlets Side Light: Increased Damage from 13 to 14.
  • Gauntlets Down Air: Increased Stun from 18 to 19.
  • Gauntlets Neutral Air: Increased Damage from 10 to 12.
  • New Weekly Legend Rotation:
  • This week’s new Legend Rotation features Diana, Gnash, Hattori, Lucien, Val, and Ulgrim.
  • Bug Fixes:
  • Fixed a rare bug where the camera would sometimes suddenly zoom out to full view in the middle of gameplay. This would happen most frequently on Mammoth Fortress. (Credit: GraverageGaming)

New in Brawlhalla 2.51 Beta (Mar 10, 2017)

  • New Malhalla Items:
  • Perfect Wu Shang - There is no Wu Shang. Bonus: Inner Eye sees all with Wu Shang’s expressions.
  • Mecha Asuri - Battle stations, Blue Laser defense activate!
  • The Salute Taunt Returns:
  • For one week only, the Salute Taunt will be available in Mallhalla! All proceeds from Salute Taunt purchases will go directly to Operation Supply Drop, a nonprofit charity organization that benefits veterans around the globe. To find out more about OSD visit their website at https://operationsupplydrop.org
  • The Salute Taunt is back in Mallhalla for one week only.
  • Test Features:
  • Promoted from Test Features
  • As we mentioned last week, this change should make weapon and gadget availability more predictable and keep choices between them more intentional. The longer spawn in change that accompanied it needs real art assets before it can go into ranked, but will likely follow soon.
  • Weapon and Gadget spawns now use separate timers and item limits.
  • This is a smaller change to give some extra priority when punishing a cancelled Speed Dodge on a hard read. Since Signatures win a clash with light attacks, this should mostly serve to make the window more forgiving. Depending on how feedback goes, larger changes to Chain Dodge are coming soon.
  • Signatures ignore the invulnerability period after a Speed Dodge is canceled into an attack.
  • Added to Test Features:
  • With Season 4 coming next week, we're looking to make a decision on all current Test Features. We'll also be bringing the changes to PAX this weekend to get more in-person testing.
  • We've reworked and added back the increased fall speed changes. They now preserve jump height so that most map designs still work as intended. (The soft platforms on Grumpy Temple will need to be lowered) To keep this from making jumps better as an escape option, jump startup has increased.
  • Increased Fall and Fastfall speeds by 15%
  • Increased upward Jump Impulse from 59 to 62.5.
  • Increased jump startup from 2 to 4.
  • As a different approach to the concerns with Chain Dodging, we're lowering the number of possible dodges in a chain to reduce how long a player can keep themselves out of play and limit their options some after they've committed to a chain.
  • Adding vertical chains gives the attacker more options for pursuing players that try to disengage, as well as creating strong options for engaging around corners.
  • Number of consecutive dodges when performing a Chain Dodge reduced from three to two.
  • Chaining a Speed Dodge directly upwards or downwards no longer slows to a normal dodge like chaining backwards does.
  • User Interface:
  • The navigation buttons on the left side of the Controls menu no longer changes the highlighter position when you mouse over one of the them. The highlighted button now always represents which controls are currently being shown in the main panel.
  • New Legend Rotation:
  • This week's new Legend Rotation features Brynn, Cross, Koji, Nix, Sentinel and Sir Roland!

New in Brawlhalla 2.50 Beta (Mar 8, 2017)

  • New Skysail Chest:
  • The new Skysail Chest includes three chest exclusive skins, alongside 15 pre-existing skins for your collection,
  • Corsair Orion
  • Airship Scarlet
  • Sky Scourge Azoth
  • Nix Gold Price Reduction:
  • Nix Gold Price reduced to 5400 gold.
  • New Avatar:
  • Bragnarok South - Brawlhalla 1320. PAX South: 218. 1v1 Stock count enshrined!
  • Ranked Season Changeover Coming Soon:
  • Season 3 will end and Season 4 will begin with the update on March 15!
  • Test Features:
  • Modified Test Features:
  • We feel like the more extreme change of Signatures interrupting chain dodge invulnerability has some strong upsides. It keeps players from being completely safe when stretching out chain dodges to their maximum duration. Rather than having to wait until an attacker chooses to leave dodge, the defender can counter by performing a signature, which itself can be countered if the attacker stops short and punishes. We haven't noticed any deviations between legend performance in the experimental queue vs ranked 1v1 that would suggest certain types of signatures overperform with the change. However, we worry that if the defender's other options for disengaging and punishing don't have better counterplay before this change gets added, players who can rely on the safety of the chain dodge currently would be more hesitant to engage.
  • This week, we're testing just the smaller-impact portion of the change in hopes that can go live more quickly. Since Signatures beat light attacks in a clash, it shouldn't dramatically affect those interactions, but will make the timing easier for Signatures with less active frames.
  • Removed: Invulnerability from Chain Dodges no longer prevents hits from Signatures.
  • Signatures will still ignore the invulnerability period after a Speed Dodge is canceled into an attack.
  • Graduated from Test Features:
  • This should make the controls feel a little more responsive when players miss the timing for a fast fall. Should be a subtle improvement to quality of life for most players.
  • While holding the down direction when airborne, your max downward speed is the same as when fast falling.
  • This should address some cases that can feel like a bug where players attempt a jump down air off of a soft platform and lose a jump by falling through first. The player suggestion of a similar change for down-diagonal speed dodges sounds like a good idea to try as well.
  • Added a 12 frame forgiveness period after dropping through a soft platform where jumps will snap back to the platform and be treated as a ground jump. This is not applied unless the player was standing on the platform.
  • Added to Test Features:
  • This is the first of several proposed changes to address some concerns with gadgets. By separating weapon and gadget spawning, the availability of both should be more predictable. This should reduce cases of too many or too few weapons on the field. It should help make switching to a gadget more consistently a deliberate choice and less frequently a case of only having gadgets available at that moment. Telegraphing gadget drops give players more time to react to the appearance of a gadget, making them easier to contest or crowd.
  • Weapon and Gadget spawns now use separate timers and item limits.
  • Gadgets telegraph for about a second before spawning in, the same as weapon drops. They use a blue highlight as a placeholder for a spawn-in animation.
  • Remaining in Test Features:
  • Development focus has been elsewhere last week. We're still curious if the recent changes to this feature helped address concerns for slower Legends.
  • Increased run speed by 15%.
  • Custom Game Improvements:
  • The Lobby Tab in Game Settings has been reworked to completely separate Custom Online and Matchmaking instead of including Custom in the same list as the Matchmaking Queues.
  • The official Brawlhalla Circuit tournament settings for 1v1 and 2v2 are now options for a type of Custom game in both Custom Online and Couch Party. Selecting either of these options will completely lock you into the correct settings (only Region is changeable) so that tournament organizers can be sure that everything is correct.
  • Updated the header text during Tournament Striking to say "Loser of last game (higher seed if none) strikes until 3 maps remain." while the first player/team is striking, and "Strike n more maps to begin.", where n is the number of maps remaining - 1.
  • Matchmaking lobbies that allow more than 1 player will now show the "Manage Party" menu.
  • Gameplay:
  • Landing on the ground while performing a Recovery power will not reset whether the Recovery has been used.
  • If a player drops through a soft platform within 12 frames of being hit by a power, they will snap back up to the platform as the hit is applied. Should fix some cases of players being saved by bouncing off the inside edges of Thundergard Stadium. (Note: is not applied to setup hits like the early hits in a multi-hit power, to prevent drops)
  • Controller Support:
  • Mac support for the Rock Candy controller for PS3
  • Balance:
  • As gameplay and mechanics have shifted, there are some Legends whose individual power has been left wanting. We have made a pass to bring a number of lesser-used Signatures in line with the current era of Brawlhalla by increasing their ease of use, reward, or a mixture of both to be more desirable in gameplay.
  • Kor:
  • Kor’s Down Hammer works best when used at close range, however the risk was rather substantial due to its lengthy total commitment time. We have reduced the total duration of this power for increased ease of use, as well as slightly increased the Damage reward.
  • Kor Down Hammer: Decreased Minimum Charge from 6 to 5; Decreased Recovery from 24 Fixed to 22 Fixed; Increased Damage from 31 to 33.
  • Jhala:
  • While Jhala has some very useful Signatures, the Down Sword has less range and coverage than most other Signatures. We have increased the reward to better emphasize use of this powerful attack.
  • Jhala Down Sword: Increased Damage from 26 to 29; Increased Force from 51 Variable/68 Fixed to 52 Variable/68 Fixed.
  • Diana:
  • Diana’s Side Blasters does have a bit more range than other Blasters attacks, however the risk and reward were out of line given the attack’s considerable dead-zone and moderate startup. We have increased the Damage reward and slightly lowered the risk to be in line with other similar powers.
  • Diana Side Blasters: Increased Damage from 25 to 27; Decreased Recovery from 6 Fixed to 5 Fixed.
  • Ulgrim:
  • With the introduction of additional game mechanics since Ulgrim’s release, his Side Signatures have fallen behind the curve. We have increased the ease of use of his Side Lance and increased the reward of the Side Axe to better fit current gameplay.
  • Ulgrim Side Lance: Decreased Minimum Charge from 15 to 13; Decreased Recovery from 16 Fixed to 15 Fixed.
  • Ulgrim Side Axe: Increased Damage from 24 to 26.
  • Azoth:
  • Azoth has several niche Signatures, that perform a specific task very well, however some of these Signatures are overly punishing to the user when they fail to perform that task, if even by a slight margin. We have decreased the risk involved on some of his more iconic Signature’s to be in line with their potential reward.
  • Azoth Down Axe: Decreased Recovery on miss from 14 Fixed to 13 Fixed.
  • Azoth Neutral Bow: Increased Damage from 22 to 26; Decreased Recovery from 20 Fixed to 18 Fixed.
  • Koji:
  • Koji has a great set of Bow Signatures, however his Sword kit has proven to be less desirable. We have increased both the ease of use and the reward for his Down Sword given its more visibly telegraphed nature.
  • Koji Down Sword: Increased Damage from 21 to 24; Increased Force from 51 Variable/65 Fixed to 53 Variable/65 Fixed; Increased Stun from 21 to 22; Decreased Recovery from 25 Fixed to 24 Fixed.
  • Barraza:
  • We have given a boost to the utility in both of Barraza’s kits, with the Blasters receiving a faster rotation to other options after a Neutral Signature, while the Side Axe has been given an increase in travel speed to better fit the current pace of the game.
  • Barraza Neutral Blasters: Decreased Recovery on miss from 11 Fixed to 10 Fixed.
  • Barraza Side Axe: Slightly Increased initial travel speed during the leap.
  • Thatch:
  • Thatch’s Neutral Blasters has always been a rarity as it is a stacked option while Blasters aim to keep their opponent at range. We have increased its ease of use given its specific purpose and low initial range, while maintaining its substantial reward.
  • Thatch Neutral Blasters: Decreased Minimum Charge from 12 to 11; Decreased Recovery from 23 Fixed to 20 Fixed.
  • Lord Vraxx:
  • Like a number of other Signatures on this list, Vraxx’s Side Lance did not have a reward in line with the current state of the game. We have increased this reward to provide a more reliable option for scoring knockouts that is comparable with other similar Signatures.
  • Lord Vraxx Side Lance: Increased Force from 50 Variable/65 Fixed to 53 Variable/65 Fixed.
  • Ada:
  • Many of Ada’s Signatures have great utility, however there are a couple that have proven to be less useful. Ada’s Neutral Blasters have had their reward increased to better fit with this Signature’s unique use and range, while the Side Spear’s reward has been increased to better fit with other similar Signatures.
  • Ada Neutral Blasters: Increased Damage per shot from 8 to 9; Increased Force from 47 Variable/50 Fixed to 49 Variable/50 Fixed.
  • Ada Side Spear: Increased Damage from 20 to 25.
  • Gnash:
  • Although Gnash’s Neutral Signatures have great utility, their reward had fallen behind more recent entries into Brawlhalla. We have increased their reward to be in line with other similar powers, while maintaining their great coverage and ease of use.
  • Gnash Neutral Spear: Increased Damage from 19 to 24; Increased Force from 55 Variable/45 Fixed to 56 Variable/50 Fixed.
  • Gnash Neutral Hammer: Increased Damage from 20 to 25.
  • Sir Roland:
  • Similar to Gnash, the reward on a few of Sir Roland’s Signatures had fallen behind the curve of more recent attacks. We have brought the Neutral and Side Lance to be in line with other similar powers that have a unique range and use.
  • Sir Roland Neutral Lance: Increased Damage from 20 to 25; Increased Force from 51 Variable/71 Fixed to 53 Variable/71 Fixed.
  • Sir Roland Side Lance: Increased Damage from 21 to 23.
  • Queen Nai:
  • Queen Nai’s Down Spear had previously been a low reward attack with high range. However, as the pace of the game has increased and new mechanics have been introduced, the range has become significantly easier to navigate around, making the low reward misplaced. Therefore, we have increased the reward to better fit the current landscape and utility of this power.
  • Queen Nai Down Spear: Decreased Recovery from 25 Fixed to 23 Fixed; Increased Force from 40 Variable/43 Fixed to 48 Variable/50 Fixed;
  • Increased Damage from 21 to 27.
  • Nix:
  • A couple of Nix’s Signatures have been over-performing, so we are reigning them in slightly. The Down Scythe provides a moderate-range option, but could fire off rather quickly for its knockout potential. We have both slowed down the Time to Hit and decreased the Force to bring this power in line with other similar options. The Side Scythe scored knockouts fairly early given its considerable travel distance and range, so we have decreased the Force to a more reasonable level.
  • Nix Down Scythe: Increased Minimum Charge from 15 to 17; Decreased Force from 56 Variable/72 Fixed to 54 Variable/72 Fixed.
  • Nix Side Scythe: Decreased Force from 61~63 Variable/72~80 Fixed to 58~60 Variable/72~80 Fixed.
  • Quality of Life:
  • With the introduction of steering on Slide Charged Signatures and those that are airborne during their charge, there were some individuals that stood out. We have tuned the amount of steering allowed on Azoth’s floating Signatures to be more consistent with other Signatures that float during their charge, such as Orion Side Lance and Scarlet Side Lance.
  • Azoth Down Bow: Reduced the amount of steering control while charging.
  • Azoth Side Axe: Increased the amount of steering control while charging.
  • New Legend Rotation:
  • This week’s Legend Rotation features Asuri, Barraza, Ember, Jhala, Kor, and Orion.
  • Bug Fixes:
  • An additional fix to Qanba Q2 support for PC.

New in Brawlhalla 2.48 Beta (Feb 16, 2017)

  • New Legend - Nix:
  • Title: Freelance Reaper
  • Weapons: Scythe and Blasters
  • Stats: 4/5/7/6
  • Nix Launch Skins:
  • Scarecrow Nix - No crows to be seen...lots of vultures though.
  • Lockdown Nix - Serving her sentence...and giving you yours.
  • Grim Reaper Nix - Like sands of the hourglass… Bonus: Soul gaze and toothy menace with expressions.
  • Odin’s Spear:
  • In today’s patch we’re introducing Odin’s Spear, another way for us to say thank you to the awesome players who follow Brawlhalla outside of the game. This time we’re sending you a code for liking us on Facebook as a thank you for your amazing support!
  • You may now claim a code for Odin’s Spear by liking Brawlhalla on Facebook. To do so, follow the link from inside the Brawlhalla client.
  • Ancient Chest:
  • The Ancient Chest is now available in Mallhalla.
  • Exclusive skins in the Ancient Chest are White Fang Gnash, Winged Serpent Nai, and Fangwild Fawn Ember.
  • Last Week of Valhallentine’s:
  • We hope you’ve enjoyed the holiday! This is your last chance to collect up colors, bonus gold, skins, avatars and anything else Valhallentine related!
  • Valhallentine ends after this patch.
  • Performance Improvements:
  • Reworked the render cache to be more efficient and use less memory.
  • Improved animation system memory and performance.
  • User Interface:
  • Client should now display better error messages when a file loading failure occurs. Solution is still to verify game files in Steam
  • Gameplay Improvements:
  • Adjusted some pickup behavior to be more consistent with expectations. Gadgets no longer receive extra pickup priority from being picked up before by the same user.
  • Balance:
  • With several Circuit events on the horizon, we are focusing this round of balance changes on two weapons that have had a significant presence in the competitive scene. We are pruning some of the more oppressive capabilities of these weapons, while still leaving most of their tools intact.
  • Katars:
  • With players becoming increasingly comfortable with the more complex game mechanics, the Katars have seen a rise in tournament play. A significant portion of this usage has centered around string routes that rely on keeping the target airborne, so we have redirected the Force on the Down Air to allow a faster dodge reset for the target.
  • Katar Down Air: Increased Time to Hit from 8 to 9; Decreased Stun of final hit in the air from 14 to 13; Decreased maximum Damage from 21 to 18; redirected angle of Force on ground hit to be more horizontal.
  • Katar Recovery: Decreased maximum Damage from 21 to 20.
  • Katar Side Air: Decreased Force from 43 Variable/57 Fixed to 41 Variable/57 Fixed.
  • Axe:
  • The aerial Heavy attacks on the Axe command a great deal of air space, making them some of the most difficult attacks to avoid in the game. The Damage and Force now decrease more significantly throughout their duration, causing late frame hits to have reduced reward.
  • Axe Recovery: Decreased Damage on the latter half of the swing from a range of 18~14 to a range of 15~11; Decreased Force on the latter half of the swing from a range of 40~26 Variable/66~56 Fixed to a range of 38~22 Variable/66~50 Fixed.
  • Axe Ground Pound: Damage and Force now decrease over the duration of the attack; Damage is changed from 22 to a range of 22~16; Force is changed from 45 Variable/50 Fixed to a range of 45~40 Variable/50~45 Fixed.
  • Bow:
  • The Bow has been struggling to confirm knockouts in the current competitive landscape, so we have slightly increased the Force on the Neutral Air to enable more reasonable knockouts on and above the stage.
  • Bow Neutral Air: Increased Force from 30 Variable/87 Fixed to 32 Variable/87 Fixed.
  • Scythe:
  • As players have become more practiced with the Scythe, we are seeing strings that cycle between the Neutral Air and the Side Air increasing in popularity. We have reduced the Stun on the forward release of the Neutral Air to allow a slightly larger dodge window in which the target may also use a jump to escape.
  • Scythe Neutral Air: Decreased Stun on the forward release from 26 to 23.
  • Ember:
  • As the speed of competitive play has increased significantly, some of Ember’s options can leave her struggling to find knockouts, primarily on her Bow kit. We have increased the response time and reward for her Side Bow to open up a more reliable knockout option.
  • Ember Side Bow: Decreased Minimum Charge time from 10 to 9; Increased Force from 49 Variable/65 Fixed to 52 Variable/65 Fixed.
  • Azoth:
  • Much like Ember, Azoth can struggle to find knockouts in a number of matchups. We have slightly increased the reward on his Neutral Axe to compensate.
  • Azoth Neutral Axe: Increased Force from 53 Variable/71 Fixed to 54 Variable/71 Fixed.
  • Lucien:
  • Many of Lucien’s Signatures have great utility, however the reward is slightly out of line with other similar Signatures. We have adjusted his most used Signature to be in line with other similar powers.
  • Lucien Neutral Blasters: Decreased Force from 58 Variable/72 Fixed to 55 Variable/72 Fixed.
  • Jhala:
  • Jhala has been slightly underperforming in most tiers of play, so we are increasing her potential Damage to bring her up to par with other Legends.
  • Jhala Neutral Sword: Increased total Damage from 21 to 24.
  • Hattori:
  • With a versatile Signature kit that houses some high utility attacks, the reward on Hattori’s farther reaching attacks is slightly too high. We have reduced the base Damage value to match the utility of this attack.
  • Hattori Side Sword: Decreased Damage from 30 to 27.
  • New Legend Rotation:
  • This week’s new Legend rotation features Brynn, Cassidy, Koji, Lucien, Val, and Ulgrim.
  • Bug Fixes:
  • Fixed a bug where a stunned player could slow more than intended when bouncing off of a surface at specific speeds.
  • Fixed a bug that caused sigs to beat thrown items due to clashing logic. Thanks for the replay /u/AisuHusky.
  • Fixed a bug where in the event of an Accident, the knocked out player plays the KO FX of whoever hit them last rather than their own

New in Brawlhalla 2.47 Beta (Feb 9, 2017)

  • New Valhallentine’s Skins:
  • Demon Bride Hattori - They say marriage changes you...
  • Heart of Hathor Mirage - No better way to be welcomed to the afterlife.
  • New KO Effect:
  • XO KO - The cherubs in XO KO change based on your current Legend and skin!
  • New Avatars:
  • Chocolate Bear’dvar
  • Candy Hearts
  • Classic Valhallentine’s Skins are Back:
  • Date Night Nai
  • Classy Roland
  • Eternal Love Brynn
  • Lovestruck Colors:
  • Lovestruck colors are back, you can purchase them for 1500 Gold or 10 Mammoth Coins.
  • Valhallentine’s Bonus Gold:
  • Get an extra 250 gold every time you log in during the holiday!
  • Valhallentine’s celebrations will last for two weeks:
  • Two weeks to grab all the exclusive holiday goodies.
  • Training Room:
  • New Training Mode option: Reset Mode.
  • When Damage Reset and/or Position Reset is toggled on, you may now toggle a Reset Mode option between "Timed" (resets after a set amount of time) or "When Grounded" (waits until the bot is on the ground or KO'd).
  • Performance Improvements:
  • Cut static loaded memory usage by ~50% (Savings of ~150MB).
  • Decreased general memory usage for online games/replays.
  • Improved rendering performance of attack SFX/Swooshes.
  • Decreased memory allocations during rendering improving overall performance.
  • New Legend Rotation:
  • This week's new free Legend rotation will feature Ada, Azoth, Ember, Kor, Orion, and Thatch!
  • Bug Fixes:
  • Fixed some cases where landing on a wall during a Recovery power would not give back use of the Recovery.
  • Fixed a bug that caused the Training Mode bot Reset Position feature to behave differently than the Damage Reset feature.
  • Fixed a bug that made the Damage Reset occur too early in some cases.
  • Fixed a bug where the Random Taunt would sometimes cause setting your Victory or Defeat Taunt to fail.

New in Brawlhalla 2.46 Beta (Feb 2, 2017)

  • Mallhalla:
  • Goblin Thatch - Scurvy is the least of his problems.
  • Mecha Teros - And the bull forms our rage!
  • Test Features:
  • Added To Test Features
  • Decreased the travel distance of certain moves when the user has momentum in the opposite direction:
  • All side lights.
  • Unarmed Down Light.
  • Sword Down Light.
  • Client Performance:
  • Reworked rendering to hopefully be less CPU bound and perform better. Let us know how your experience changes!
  • Improved main menu UI performance
  • Decreased memory usage for the rendering system.
  • Decreased memory usage for online play, spectate, and replays.
  • New Legend Rotation:
  • This week’s free Legend Rotation features Mirage (for the first time!), Asuri, Bodvar, Diana, Ragnir, and Wu Shang.
  • Balance:
  • We have made some minor adjustments to Mirage and the Scythe from all of your feedback; thank you! Before going into the Winter Championship this weekend, we have reduced some of Mirage’s substantial KO potential while still remaining true to her high Strength.
  • Scythe:
  • With the Scythe’s ability to redirect an opponent, there are plenty of great setups for the Recovery attack. Considering this utility and the angle of knockback, we have decreased the amount of force to give the target a better chance at recovering.
  • Scythe Recovery: Decreased Force from 48 Variable/65 Fixed to 46 Variable/65 Fixed.
  • Mirage:
  • Mirage’s Down Signature attacks have great utility in their coverage and time to hit, but can KO slightly too early. We have decreased the Variable Force on both her Down Scythe and Down Spear to be in line with other similar powers.
  • Mirage Down Scythe: Decreased Force from 54 Variable/72 Fixed to 50 Variable/72 Fixed.
  • Mirage Down Spear: Decreased Force from 55 Variable/72 Fixed to 51 Variable/72 Fixed; Increased Recovery Time from 16 Fixed/0 Variable to 17 Fixed/0 Variable.

New in Brawlhalla 2.45 Beta (Jan 26, 2017)

  • New Sunken Chest:
  • Recently retrieved from the the depths of the sea off the sunken shores of Atlantis, the Sunken Chest enters Mallhalla with a treasure trove of skins and three new skins to obtain
  • Atlantean Ada
  • Dreadnought Lucien
  • Dark Depths Ragnir
  • Community Request:
  • You can now use the right stick on a controller to cycle skins on the Legends Page.
  • Players can now view the list of current test features in the Experimental 1v1 Queue.
  • Test Features:
  • Increased Acceleration and Friction to make physics more consistent with live values.
  • Feedback for the test map Danger Zone has not been very positive. The biggest issue players tend to have with it is that it always feels too boxed in. The side wedges on the test map Danger Zone now move in opposite directions instead of together.
  • Removed the moving platform from the bottom of the test map Ice Cream Edge.
  • Removed from Test Features:
  • Introduced a 6 frame delay to attacking or dodging when turning around.
  • New Legend Rotation:
  • This week’s free Legend Rotation features Barraza, Koji, Queen Nai, Scarlet, Sentinel and Val.
  • Gameplay:
  • Hammer Down Air: Improved Hurtboxing to better follow the animation.
  • Hammer Recovery: Improved Hurtboxing to better follow the animation; Improved Line of Sight restrictions. (Credit: Jaximus)
  • Val Neutral Gauntlets: Fixed a case where the target could be dropped before the final hit. (Credit: eggsoup)
  • Cassidy Side Blasters: Fixed a case where the target could be dropped before the final hit. (Credit: DRG-Piox)
  • Bug Fixes:
  • Fixed a graphics bug where hurtboxes were being drawn as ellipses rather than capsules.
  • Fixed rare bug where a keyboard player returning to the lobby after a custom game could sometimes get reassigned to a disabled controller.
  • Fixed a bug where rejoining a game with guests would leave the guests unable to play.
  • Fixed a bug where going into Training mode, backing out, and then going into the inventory to set a default Sidekick would let a player set any default Sidekick whether they owned that sidekick or not. Fixing this bug also prevents players from getting into a state where they can't lock in their character in an online game because of trying to use a Sidekick they don't own.
  • Fixed memory leak that was causing poor performance/lag.
  • Disabled region settings when offline.

New in Brawlhalla 2.44 Beta (Jan 19, 2017)

  • New Legend Skins in Mallhalla:
  • Star Guardian Ember - "Shooting stars... and asteroids... and anything posing a threat."
  • Slasher Barraza - "Even nightmares have nightmares."
  • Brawlhalla Winter Championship Avatar:
  • Show your support for Brawlhalla Esports with a brand new animated avatar in honor of the Brawlhalla Winter Championship coming up on February 4th & 5th.
  • Brawlhalla Winter Championship Avatar is now available in Mallhalla.
  • Map Adjustments:
  • Shipwreck Falls has one of the largest killboxes in the game, but the ceiling was pushed too far, making it exceedingly difficult to kill off the top. The distance above the camera bounds to kill off the top has been lowered from 900 to 700. For reference, Small Thundergard Stadium has the same camera bounds and main platform location as Shipwreck Falls, and its distance-to-kill above the camera bounds is 500. The ceiling on Shipwreck Falls should still feel high, just not so extraordinarily high.
  • Quality of Life Improvements:
  • In training mode, changing the bot's damage or changing what item a character is holding will now automatically go into effect without pressing the update hotkey. You can still use the hotkey to set damage or give an item without having to change the value.
  • You can now set a default Sidekick in the inventory screen that will be used when a legend does not have a Sidekick preset. In the interest of making this change easier to understand, all Sidekick presets have been reset. We apologize for any inconvenience.
  • Test Features:
  • The Experimental Queue has gotten cluttered over time. As many players requested, we've pulled some of the older tests for now to focus on new ones. This doesn't mean that the removed features are gone forever, it just means we want to test new things!
  • These new changes attempt to increase the pace of gameplay, position signatures as a way to counter chain-dodge approaches, and add a cost to certain playstyles. We want to see if these changes have a positive impact on the current meta, and are looking forward to your feedback.
  • Added to Test Features:
  • Introduced a 6 frame delay to attacking or dodging when turning around.
  • Increased run and fall speeds by 15%.
  • Invulnerability from Chain Dodges no longer prevents hits from Signatures.
  • Removed From Test Features:
  • Upward Chase Dodge: Can now Chase Dodge upwards after a hit or with the upward momentum from a jump. Canceling an upward Chase Dodge into a downward attack does not apply the standard post-chase-dodge invulnerability frames.
  • Signature Jumping: allows you to hit the jump button while charging a signature for an aerial Signature attack.
  • Instead of Cooldowns preventing a power from being used again, the Cooldown Time will be added to the startup of the repeated power. (All power-specific cooldown reductions have been removed with this test feature)
  • Animation Improvements:
  • Scythe recovery animation start up posing adjustments.
  • Added extra animation frames to Scythe Dair startup animation for visual clarity.
  • Adjusted posing for Scythe Recovery animation for visual clarity.
  • New Legend Rotation:
  • This week’s new free Legend Rotation features Cassidy, Cross, Ember, Gnash, Jhala, and Orion.
  • Balance:
  • We have a number of changes this week, primarily on Axe and Spear as they have been overperforming expectations and have been a hot topic of discussion. With Scythe finishing out its first week in the wild, these changes should shake up the landscape even further.
  • Quick Definition of Variable vs. Fixed Force:
  • Since there are quite a number of changes related to Variable and Fixed Force in this balance pass. We thought it'd be helpful to clarify their definitions and applications for everyone.
  • Fixed Force: Not affected by damage, strength, or charge time. Fixed Force is what is essentially responsible for the base knockback of attacks at white.
  • Variable Force: Affected by damage, strength, and charge time. Variable Force Scales with those conditions and is generally responsible for what makes something a good KO attack.
  • With this being said, a balance change of 2 Variable Force is meaningful because of the scaling, whereas a change of 2 Fixed Force makes far far less of a difference.
  • Katars:
  • The Katars have received improvements to a few different string routes for tearing up nearby opponents. Strings after a Down Light will see more reliability with the Increased Stun, while the Side Air is a bit faster for directed aerial approaches and improved use in aerial strings.
  • Katar Down Light: Increased Stun from 22 to 24.
  • Katar Side Air: Decreased Time to Hit from 11 to 10.
  • Sword:
  • The Sword has long had a very threatening Down Air that proved to be more desirable than its Ground Pound in most every situation. We have shuffled the Force from the Down Air into the Ground Pound for stronger spiking potential on that heavy attack, while also reducing the threat of the versatile Down Air.
  • Sword Down Air: Decreased Force of first active frame from 40 Variable/65 Fixed to 38 Variable/60 Fixed; Decreased Force of later active frames from 34 Variable/52 Fixed to 32 Variable/52 Fixed; Increased Stun from 14 to 15.
  • Sword Ground Pound: Increased Force from 32 Variable/50 Fixed to 40 Variable/50 Fixed.
  • Axe:
  • With the addition of Chain Dodging, the Axe’s ground kit proves too flexible in its attack rotation for the amount of power in its strikes. We have increased the recovery time across the ground kit to afford more room for counterplay.
  • Axe Down Light: Increased Recovery from 12 Variable/0 Fixed to 12 Variable/2 Fixed.
  • Axe Side Light: Decreased Stun from 31 to 30; Increased Recovery on miss from 8 Variable/3 Fixed to 10 Variable/3 Fixed.
  • Axe Neutral Light: Increased Recovery on miss from 9 Variable/0 Fixed to 9 Variable/2 Fixed.
  • Spear:
  • The Spear is receiving adjustments to allow a greater window to punish missed aerial heavy attacks, as well as more time to approach a missed Neutral Light attack.
  • Spear Neutral Light: Increased Recovery from 16 Variable/1 Fixed to 16 Variable/3 Fixed; Increased Stun of final hit from 16 to 17.
  • Spear Recovery: Applied dampening to backwards movement during the attack, similar to most Side Air powers.
  • Spear Ground Pound: Decreased Force from 45 Variable/52 to 42 Variable/52 Fixed; Increased Recovery on release from 28 Variable/0 Fixed to 28 Variable/2 Fixed; Increased Recovery on contact with ground from 27 Variable/0 Fixed to 28 Variable/2 Fixed.
  • Rocket Lance:
  • Frequent usage of the Rocket Lance Down Air affords a great deal of mobility, so we have increased the recovery time to allow for more consistent punishment on miss.
  • Rocket Lance Down Air: Increased Recovery on miss from 22 Variable/0 Fixed to 22 Variable/1 Fixed; Increased Recovery on miss when contacting with ground from 21 Variable/0 Fixed to 22 Variable/1 Fixed.
  • Rocket Lance Neutral Light: Increased Recovery on miss from 9 Variable/1 Fixed to 10 Variable/2 Fixed.
  • Blasters:
  • The Blasters Neutral Air affords great coverage from threats above the user and has incredible speed. Due to its extreme utility, we have increased the time to hit to make it slightly less safe of an attack. We have also improved string opportunities from the Neutral Light by increasing its stun time.
  • Blasters Neutral Light: Increased Stun of final hit from 16 to 18.
  • Blasters Neutral Air: Increased Time to Hit from 6 to 8.
  • Bow:
  • The Bow tends to perform best in the air and when edge-guarding the opponent. We have increased the force on the side light to help push the fight where the Bow wants to be.
  • Bow Side Light: Increased Force from 28 Variable/39 Fixed to 30 Variable/39 Fixed.
  • Gauntlets:
  • Similar to other lengthy attacks in the past, we have sped up the total duration of the Gauntlets Down Air for a faster rate of play. We have also increased its force for a slightly higher reward on hit.
  • Gauntlets Down Air: Decreased time between the hits, resulting in a 4 frame decrease in total duration; Increased Force from 22 Variable/45 Fixed to 25 Variable/45 Fixed.
  • Teros:
  • We have reduced the force on Teros’ Neutral Hammer given its excellent utility and angle of knockback. This should allow the target a chance at recovering and should also not be as threatening at mid-range health.
  • Teros Neutral Hammer: Decreased Force from 49 Variable/69 Fixed to 46 Variable/69 Fixed.
  • Ragnir:
  • We have increased the minimum charge on Ragnir’s Side Katars to be closer to other similar Signature attacks. It still covers a great deal of ground quickly, but there is more time for the audio and visual cues to play before it is active.
  • Ragnir Side Katars: Increased Minimum Charge from 4 to 7.
  • Mirage:
  • Mirage’s Down Signature attacks were on the higher side of damage ranges, but we have decreased their damage values slightly to be in line with their utility and coverage.
  • Mirage Down Scythe: Decreased Damage from 30 to 27.
  • Mirage Down Spear: Decreased Damage from 26 to 25.
  • Bug Fixes:
  • Fixed a bug that caused some of Mirage's parts to her sig animations to not show up while playing online.
  • Fixed a bug where Mirage Side Spear would not scale Damage and Force when charged. (Credit: LUCKERD0G)
  • Fixed a bug that caused the "launch" animation to rewind incorrectly.
  • Fixed a bug that caused throws to not take released direction inputs into account when launching the item.
  • Ember Neutral Bow: Fixed some cases where target could be dropped by failing to fall through a soft platform.(Credit _Flamethrower_)
  • Scythe Down Light: Changed to stricter line of sight checking around corners.

New in Brawlhalla 2.43 Beta (Jan 12, 2017)

  • New Weapon - The Scythe:
  • The Scythe is a new weapon that features "Active Input" on a number of its attacks. By inputting a new direction before the second hit of these attacks, you can change the final attack's damage, force, direction of force, and follow up potential. (Note, you can input the second directional input immediately after the first.)
  • Side Light:
  • Active Input: Return Direction to Neutral - The ender becomes a kick that pops your opponent up close for follow ups.
  • Active Input: Hold Forward - Hit with the scythe a second time for more damage and force.
  • Down Light:
  • A far reaching attack that grabs the opponent and sends them behind and above you for air followups.
  • Active Input: Hold Forward - The second hit becomes a kick that sends your opponent forward horizontally and low to the ground.
  • Neutral Air:
  • A diagonal attack that sends your opponent up and away with a final kick
  • Active Input: Hold Left or Right / away from the attack. - Change direction of the final hit and kick your opponent away low and horizontally.
  • Down Air:
  • A grab attack that sends your opponent down and away.
  • Active Input - Hold Left or Right / away from the attack. - You can choose the horizontal direction you send your opponent. Damage and force remain unchanged.
  • New Legend & Skins:
  • Mirage has entered Brawlhalla!
  • Weapons: Scythe & Spear
  • Stats: 7/6/4/5
  • Mirage enters Brawlhalla with three additional skins:
  • Hand of Horus Mirage
  • Undying Mirage
  • Mirage The Cleaner
  • Odin’s Chest Now Available in Mallhalla:
  • Odin’s Chest, first discovered early last year has made a return to Mallhalla! This chest contains two exclusive skins
  • Warchief Bodvar
  • Forgeheart Teros
  • Server Improvements:
  • Improved chat relay system performance.
  • Improved core server matchmaking performance.
  • Improved core server performance.
  • New Legend Rotation:
  • This week's Legend Rotation features Asuri, Bodvar, Brynn, Diana, Kor and Ulgrim
  • Bug Fixes:
  • Fixed a bug where using the stick and dpad simultaneously on one controller could lead to unintended behavior. The stick will now override the D-Pad when both are being used. (Active since 2.42.1)
  • Fixed a bug where holding away from a wall when landing on it would not leave the wall on the following frame. (Active since 2.42.1. Credit: Ephi)

New in Brawlhalla 2.42 Beta (Jan 5, 2017)

  • New Skins in Mallhalla:
  • Kabuto Orion
  • Dragonport Ulgrim
  • Controller support:
  • Added PC support for PDP Versus (for PS3)
  • Added mac support for the iBuffalo SNES controller.
  • New Legend Rotation:
  • This week’s Legend Rotation features Ada, Azoth, Queen Nai, Sir Roland, Teros and Val.
  • Balance:
  • Neutral Light attacks are generally very quick with good hitbox coverage, as well as having solid damage. They have also seen great use when contesting strings, primarily when performed out of a neutral / spot dodge after being struck. While their utility and interactions can be meaningful for the mind-games involved in a match, they are currently a bit too rewarding. We have reduced the damage on most of these options while keeping their utility, which also places an emphasis on mixing in other attacks into your gameplay.
  • Unarmed:
  • The Unarmed Neutral Light has received a moderate decrease in damage.
  • Unarmed Neutral Light: Decreased Damage from 18 to 16.
  • Sword:
  • The Sword has not only received a moderate decrease in damage to its Neutral Light attack, but also some changes to its Side Light. We have decreased the damage and increased the Recovery Time on the Side Light due to its strong initial travel speed.
  • Sword Side Light: Increased Recovery from 0 Fixed & 15 Variable to 2 Fixed & 15 Variable; Decreased total Damage from 20 to 17.
  • Sword Neutral Light: Decreased Damage from 19 to 17.
  • Rocket Lance:
  • The Rocket Lance has received a moderate damage decrease to its Neutral Light, as well as a minor damage decrease to its Down Light.
  • Rocket Lance Neutral Light: Decreased Damage from 22 to 20.
  • Rocket Lance Down Light: Decreased Damage from 24 to 23.
  • Hammer:
  • The Hammer has received a moderate decrease in damage given its very fast Time to Hit.
  • Hammer Neutral Light: Decreased Damage from 24 to 22.
  • Katar:
  • The Katar Neutral Light has received a minor decrease in damage, but still remains one of the more damaging individual attacks in the Katar kit.
  • Katar Neutral Light: Decreased Damage from 16 to 15.
  • Blasters:
  • The Blasters have received a minor decrease in damage to its Neutral Light. This attack still remains one of the most damaging Neutral Lights in the game due to its overall commitment, dead-zone near the user, and low force.
  • Blasters Neutral Light: Decreased Damage from 24 to 23.
  • Spear:
  • Spear Neutral Light has received a moderate decrease in damage as it is an incredibly quick and useful tool for this lengthy weapon.
  • Spear Neutral Light: Decreased Damage from 19 to 17.
  • Axe:
  • The Axe Neutral Light has received a minor decrease in damage due to its longer Time to Hit and overall commitment, as well as Axe’s comparatively slower move set with fewer string opportunities.
  • Axe Neutral Light: Decreased Damage from 20 to 19.
  • Bow:
  • The Bow Neutral Light is rarely used in the same context as the other weapons’ Neutral Light attacks, given its lack of coverage in front of the user. With this in mind, the Bow Neutral Light receives only a minor decrease in damage.
  • Bow Neutral Light: Decreased Damage from 18 to 17.
  • Gauntlets:
  • The Gauntlets Neutral Light receives a minor decrease in damage due to its very fast Time to Hit and ability to convert into subsequent attacks. We have also increased the Recovery Time on miss for the Side Light due to its quick Time to Hit, travel speed, and unique ending position.
  • Gauntlets Neutral Light: Decreased Damage from 19 to 17.
  • Gauntlets Side Light: Increased Recovery on miss from 0 Fixed & 20 Variable to 1 Fixed & 20 Variable.
  • Bug Fixes:
  • Fixed a bug that prevents leaving the wall on the first frame of input, and could cause unintended behaviors. We understand that some interesting tech has emerged from this, and will look into whether an intentional implementation might be a positive feature in the future.
  • Fixed a timing issue with Gnash Down Hammer animation that caused it not to match hitbox timing.

New in Brawlhalla 2.41 Beta (Dec 22, 2016)

  • Happy Brawlidays:
  • New KO Effect - Frostbite!
  • New Brawliday Skin - Krampus Cross - "He's got this in the bag."
  • New Brawliday Skin - Snowman Kor - "Don't put rocks in snowballs. Someone could get hurt."
  • Bomby the Snowman Avatar
  • Mjolnir Snowflake Avatar
  • Previous Brawliday Skins: Holly Jolly Ember, Wreck The Halls Teros, and Secret Santa Thatch have returned!
  • Brawliday Colors are available in Mallhalla.
  • According to Brawliday tradition the ancient but revered combat spectacle of Snow Brawl has its own queue!
  • Due to relentless activity, Snowbrawl maps will not be cleared of snow, ammunition or other snow oriented debris until the end of the Brawlidays.
  • Daily Login Bonus for the next three weeks during the Brawlidays.
  • Gameplay:
  • Turned on stances for strikeout matchmaking
  • Art and Animation:
  • Larger hammers have been resized to more accurately communicate hitboxes.
  • New Weekly Legend Rotation:
  • This week’s free Legend Rotation features Bodvar, Brynn, Ember, Lord Vraxx, Scarlet and Wu Shang.
  • Balance:
  • With Season 3 of the ladder underway, we have a few adjustments for the Brawlidays! We have targeted a few key powers to level the playing field while Stances and the recent Stat changes settle.
  • Spear:
  • The Spear has great range and zoning potential, however the Neutral Light could rotate into other options too safely. We have widened the gap between the Neutral Light and subsequent attacks in the form of Increased Recovery time.
  • Spear Neutral Light: Increased Fixed Recovery from 0 to 1.
  • Lance:
  • The Lance is proving itself to be a strong weapon over time. We are curtailing a few routes of attack rotation that can seem overly oppressive.
  • Lance Neutral Light: Increased Fixed Recovery on miss from 0 to 1.
  • Lance Down Light: Decreased Stun from 24 to 23.
  • Axe:
  • The Axe is a strong weapon when used correctly, but certain attacks have shown to be slightly too rewarding. We have trimmed some of the generous Damage and Force from the kit.
  • Axe Side Air: Decreased Variable Force from 43 to 42.
  • Axe Neutral Air: Decreased Stun of later frames from 28 to 27.
  • Axe Ground Pound: Decreased Variable Force from 46 to 45; Decreased Damage of the ground slam from 13 to 11.
  • Blasters:
  • The Blasters have received Decreased Recovery to the Down Air for a faster pace of play.
  • Blasters Down Air: Decreased Fixed Recovery on miss from 1 to 0.
  • Diana:
  • Diana’s Neutral Bow launches opponent’s at a fantastic angle for setting up edgeguards. We have Decreased the Variable Force to be in line with the positional advantage.
  • Diana Neutral Bow: Decreased Variable Force from 51 to 48.
  • Azoth:
  • Azoth’s Neutral Axe was a bit slow for anti-air use, so we have Decreased the Minimum Charge for a faster response.
  • Azoth Neutral Axe: Decreased Minimum Charge from 9 to 7.
  • Barraza:
  • Barraza’s Side Blasters had a rather lengthy Time to Hit, so it has received a Decrease in Minimum Charge for greater ease of use.
  • Barraza Side Blasters: Decreased Minimum Charge from 9 to 8.
  • Koji:
  • Koji’s Down Sword is a highly telegraphed attack, which can make it difficult to use in combat. We have Decreased the Minimum Charge for greater use as a surprise attack.
  • Koji Down Sword: Decreased Minimum Charge from 13 to 12.
  • Bug Fixes:
  • Fixed PC support for Saitek PS1000 Dual Analogue Pad
  • Fixed a bug where spectating an empty 2v2 ranked lobby would show no podium for the first player and an empty podium for the second player. It will now show an empty podium for each.
  • Fixed a bug where a header would say the wrong season.

New in Brawlhalla 2.40 Beta (Dec 15, 2016)

  • The Cure Seeker Returns:
  • In support of the charity drive Quest For The Cure we’re bringing back the Cure Seeker Hammer for this week only. All proceeds from purchasing the hammer will support the quest as they raise funds for St. Jude Children’s Hospital.
  • The Cureseeker is available for purchase in Mallhalla for one week only!
  • New Legend Skins In Mallhalla:
  • Nightshade Ragnir - The Fangwild's right hand. Battle Brawl champion skin for coach PartoftheCreed!
  • Star Merc Val - Nowhere to run, nowhere to hide. In this 'verse or the next.
  • Sword Of The Raven:
  • Follow Brawlhalla on Twitter and get a free code for the Sword of The Raven weapon skin!
  • Season 3 Begins:
  • Season 2 has officially come to a close and Season 3 has begun!
  • Season 2 rewards have been delivered! Check your inventories for avatars, borders, and Glory to spend in Mallhalla.
  • Soft Elo Reset:
  • Taking into account user feedback, we decided to go with a less aggressive Elo squash. This should reduce the frustration of playing early in the season against more skilled players and create better matchmaking for everyone.
  • Your tiers (gold, platinum, etc) and your best rating have been adjusted accordingly.
  • 1v1 and 2v2 Personal Rating:
  • Under 1400: New Elo = Old Elo
  • Over 1400: New Elo = 1400 + (Old Elo – 1400) / (3 – (3000 – Old Elo) / 800)
  • 2v2 Team and Legend Rating:
  • 2v2 Team & Legend Ratings have been brought closer to 750.
  • Under 2000: Elo = (Elo + 375) / 1.5
  • Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
  • Glory Earnings Calculation:
  • Glory earned is based on a combination of your Peak Rating (highest 1v1, 2v2, team, or Legend rating/elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory.
  • Glory from Wins:
  • You gain 20 Glory per win up to 150 wins which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less.
  • Glory from Peak Rating:
  • There is a minimum requirement of 10 games played to be eligible for Glory based on your rating.
  • Ranked Borders from Season 2:
  • If you placed in gold or better in your best rating, you are given a ranked border that people will see in the match preview screen. There is a ranked border for gold, platinum, and diamond tiers. These will last for one season and will be updated again after Season 3.
  • Your border from Season 1 does not carry over or have any impact on your Season 2 border.
  • Ranked Avatars from Season 2:
  • Ranked Avatars will be rewarded, this time with a prestigious versions for those who’ve placed in high ranks in both Season 1 and Season 2. For example, if you placed in Platinum last season and Gold this season you’ll receive the upgraded versions of the Competitor's Badge and Gold Emblem. You will still have your original Platinum Emblem avatar from Season 1.
  • Competitor’s Badge: Awarded to anyone who plays 10 Ranked Games or more.
  • Gold Emblem: Awarded to players who finish at Gold or above.
  • Platinum Emblem: Awarded to players who finish at Platinum or above.
  • Diamond Emblem: Awarded to players who finish at Diamond.
  • Upgraded versions of Ranked Avatars are awarded to those who have earned the same Avatar in both Season 1 and season 2.
  • Gameplay Improvements:
  • Ranked 1v1 and 2v2 scoreboard podiums now display player ELO rating after matches.
  • Stances are now available in Ranked.
  • Strength - Decreased variation in Force multiplier; Increased variation in Damage multiplier.
  • Dexterity - Increased Variable Recover reduction for Low Dexterity; Mid range Dexterity is unchanged; High Dexterity has less Variable Recover reduction than previously; Unified the Variable Recover multiplier for ground and air attacks.
  • Defense - Slightly increased survivability for Low Defense; Increased variation in Damage resistance.
  • Speed - Slightly increased at all values, greater increase for lower Speed values.
  • Graduated From Test Features:
  • The following gameplay mechanics are now live! Thanks for you all your feedback. For a full list of test features visit http://www.brawlhalla.com/test-features
  • In the event of a clash, signatures have priority over light attacks.
  • Teammates only apply 75 percent of normal force when hitting each other.
  • User Interface:
  • Artwork for stances has been changed to improve navigation and usability
  • Balance:
  • There are many adjustments to Ground Light attacks to keep their baseline total recovery times unchanged for mid-range Dexterity now that we have unified the Air and Ground Dexterity scaling factors. We have also adjusted the Damage on a few attacks to maintain a similar scope within the context of the new Strength Damage multiplier.
  • Unarmed:
  • Unarmed Neutral Light: Decreased Variable Recover on miss from 10 to 9.
  • Unarmed Side Light: Decreased Variable Recover from 21 to 20.
  • Unarmed Down Light: Decreased Variable Recover on miss from 14 to 13.
  • Sword:
  • Sword Down Light: Decreased Variable Recover on miss from 21 to 20.
  • Rocket Lance:
  • Rocket Lance Neutral Light: Decreased Variable Recover on miss from 18 to 17; Decreased Variable Recover on hit from 10 to 9.
  • Rocket Lance Down Light: Decreased Damage from 27 to 24.
  • Rocket Lance Ground Pound: Decreased Damage from 27 to 25.
  • Hammer:
  • Hammer Neutral Light: Decreased Damage from 27 to 24; Decreased Variable Recover on hit from 29 to 26; Decreased Variable Recover on miss from 13 to 12.
  • Hammer Side Light: Decreased Variable Recover on hit from 20 to 19; Decreased Variable Recover on miss from 24 to 23.
  • Hammer Down Light: Decreased Variable Recover on miss from 21 to 20.
  • Hammer Ground Pound: Decreased Damage from 27 to 25.
  • Blasters:
  • Blasters Neutral Light: Decreased Damage from 26 to 24; Decreased Variable Recover on hit from 14 to 13
  • Blasters Side Light: Decreased Variable Recover on miss from 10 to 9.
  • Blasters Down Light: Decreased Variable Recover on hit from 14 to 13.
  • Blasters Ground Pound: Decreased Damage from 27 to 25.
  • Spear:
  • Spear Down Light: Decreased Variable Recover on miss from 26 to 25.
  • Katars:
  • Katar Down Light: Decreased Variable Recover on hit from 10 to 9.
  • Axe:
  • Axe Neutral Light: Decreased Variable Recover on miss from 10 to 9.
  • Axe Down Light: Decreased Variable Recover from 13 to 12.
  • Bow:
  • Bow Neutral Light: Decreased Variable Recover on hit from 18 to 17.
  • Bow Down Light: Decreased Variable Recover on miss from 21 to 20.
  • Gauntlets:
  • By popular demand, the Gauntlets Recovery Time to Hit is increasing back to its pre-2.39 value.
  • Gauntlets Down Light: Decreased Variable Recover on miss from 17 to 16.
  • Gauntlets Recovery: Increased Time to Hit from 8 to 10.
  • Bug Fixes:
  • Fixed a timing issue with Azoth Side Axe animation that caused it not to match hitbox timing.

New in Brawlhalla 2.39 Beta (Dec 8, 2016)

  • New Cosmic Chest:
  • Recently discovered near an edge of the Bifröst, the Cosmic Chest is now available for purchase in Mallhallla.
  • The Cosmic Chest comes with three chest exclusives:
  • Apex Asuri
  • General Vraxx
  • Infinitine Wu Shang
  • The chest contains 15 other skins, for 18 Legend Skins total.
  • UI Improvements:
  • Inventory screen now supports paging for players who own large amounts of items in a category
  • Inventory cursor color has been changed from light blue to yellow to stand out more
  • Inventory cursor now snaps to its destination instead of slowly transitioning to it
  • Inventory cursor now remembers its last location until the item category is changed or the screen is closed
  • Stepping into or changing item categories in the inventory will now trigger the cursor to jump to the currently equipped item on its respective page
  • Equipping an item in the inventory will now trigger a feedback animation to make the user action more clear
  • Total number of inventory rows has been reduced for each category now that paging has been implemented
  • Test Features:
  • Added to Test Features - While Slide Charging a signature in midair, the power can be steered at 40% normal movement speed until the first hitbox or the charge is released.
  • Controller Support:
  • Added PC support for the PS4 controller using Sony's official DualShock 4 USB Wireless Adaptor.
  • New Legend Rotation:
  • Cross is on the free Legend Rotation for the first time!
  • This week’s Legend Rotation features Asuri, Azoth, Cassidy, Cross, Jhala, and Orion.
  • Balance:
  • With Season 3 right around the corner, we have improved the reliability of a number of anti-air Signatures, as well as a few other under-utilized Signature powers.
  • Gauntlets:
  • The Gauntlets find a faster Time to Hit on the Recovery attack, which opens it up as a reliable followup attack in several situations, as well as a more reliable attack on airborne opponents.
  • Gauntlets Recovery: Decreased Time to Hit from 10 to 8.
  • Blasters:
  • Intended in Patch 2.38, we are fixing the missing balance change to Blasters Neutral Air.
  • Blasters Neutral Air: Decreased Damage of the shots from 20 & 17 to 18 & 15 (Intended in 2.38)
  • Azoth:
  • Azoth’s Side Axe has a lengthy total duration that made it hard to find use in play, so we have sped up its overall commitment in the form of some decreased Fixed Recovery.
  • Azoth Side Axe: Decreased Fixed Recovery from 21 to 19.
  • Brynn:
  • Brynn’s Neutral Spear was relatively slow for an anti-air, so we have reduced the Minimum Charge for more reliable use.
  • Brynn Neutral Spear: Decreased Minimum Charge time from 8 to 6.
  • Diana:
  • Much Like Brynn’s Neutral Spear, Diana’s Neutral Bow has a fairly long Time to Hit, so we are speeding this one up as well for use against flighty opponents.
  • Diana Neutral Bow: Decreased Minimum Charge time from 7 to 5.
  • Ember:
  • Ember is seeing a number of buffs to her lesser used kit of Bow Signatures. The increased speed and damage to the kit should make these more desirable options during a fight.
  • Ember Neutral Bow: Decreased Minimum Charge time from 7 to 6; Decreased Time to Hit after charge from 7 to 6.
  • Ember Side Bow: Increased Damage from 20 to 23.
  • Jhala:
  • Jhala’s Down Sword has been made into a quicker option to compensate for its relatively small range. With the solid Damage and Force that this attack already commands, it can be a great option in close range or as a dodge punish.
  • Jhala Down Sword: Decreased Minimum Charge time from 10 to 8.
  • Kor:
  • Kor’s under-utilized Hammer Signatures have received faster Minimum Charge as they could be too difficult to use in a fast-paced battle.
  • Kor Down Hammer: Decreased Minimum Charge time from 8 to 6.
  • Kor Neutral Hammer: Decreased Minimum Charge time from 8 to 5.
  • Queen Nai:
  • With the theme of improved anti-air attacks, Queen Nai has received reduced Fixed Recovery to her Neutral Spear, lending itself as a more desirable option when fighting airborne opponents.
  • Queen Nai Neutral Spear: Decreased Fixed Recovery from 18 to 16.
  • Sir Roland:
  • Sir Roland’s Neutral Lance has been reduced in overall duration in the form of slightly reduced Minimum Charge time and slightly reduced Fixed Recovery. Mount up and charge into battle!
  • Sir Roland Neutral Lance: Decreased Minimum Charge time from 5 to 4; Decreased Fixed Recovery from 15 to 14.
  • Thatch:
  • Thatch’s Down Blasters is a relatively slow Signature, however it is now quicker to fire with a reduced Minimum Charge time, making it easier to work this attack into the tides of battle.
  • Thatch Down Blasters: Decreased Minimum Charge time from 16 to 13.
  • Bug Fixes:
  • Fixed a bug that could allow players to be hit after death in very rare cases.
  • Fixed a bug that allowed grabs to place players inside team walls that they couldn't normally pass through.
  • Fixed bug occasionally causing inventory equipment slot cursor to not visually return to the correct slot when switching between mouse and controller devices.
  • Fixed bug causing the equipment token to sometimes display over the wrong item in the collection grid.
  • Fixed a bug that would cause the gauntlet's ground pound to sometimes not play the hit react effects on hit.
  • Fixed a bug that would cause Azoth's art to not display correctly in his Neutral Axe signature.

New in Brawlhalla 2.38.1 Beta (Dec 2, 2016)

  • Mallhalla:
  • Jade Dragon Weapon Set has been added to Mallhalla
  • Gold cost of Cross has been reduced to 5400 Gold.
  • New Weekly Legend Rotation:
  • This week’s Legend Rotation features Bodvar, Brynn, Koji, Lucien, Ragnir and Scarlet.

New in Brawlhalla 2.38 Beta (Nov 24, 2016)

  • New KO Effect and Flag Avatars:
  • New KO Effect! - T-Rekt “Dinos in arena are closer than they appear.”
  • Added flag avatars for countries Argentina, Finland, Ireland, Japan, New Zealand, and Singapore
  • Community Request:
  • Cheering sounds in KO fx are now easier to hear.
  • New Test Features:
  • We’ve added a few new things to Test Features in the patch. The goal of the Signature changes are to give players a strong option against obvious approaches. We’re also continuing to look at jumps and are testing out an increase in landing recovery. As always we’re looking for your feedback!
  • Added to Test Features: Signatures have higher priority than light attacks instead of clashing.
  • Added to Test Features: The invulnerability period after a Speed Dodge is canceled into an attack is no longer prevents hits from Signatures. (Credit: bluetiger6001)
  • Added to Test Features: Increased Landing Recover from 2 frames to 4 frames.
  • Removed from Test Features: Jumping off the wall is treated as your first aerial jump.
  • For a full list of current test features please visit http://www.brawlhalla.com/test-features
  • New Legend Rotation:
  • This week’s Legend Rotation features Ember, Gnash, Lord Vraxx, Queen Nai, Teros and Val.
  • Balance Changes:
  • Now that the champions have been crowned and BCX lies in wait for next year, balance updates have resumed! We have a number of adjustments for you this week so be sure to hit the queues with renewed fervor!
  • Katar:
  • The Katars had become quite the powerhouse in tournament play, with an emphasis on powerful strings when punishing an opponent’s dodge. We have opened up these strings to curtail the ability to carry a juggled opponent off-stage quite so easily, as well as the damage built from these strings.
  • Katar Neutral Light: Decreased Stun of final hit from 19 to 16.
  • Katar Down Light: Decreased Damage from 14 to 11.
  • Katar Down Air: Decreased Stun of final hit in the air from 17 to 14.
  • Katar Side Air: Decreased Variable Force from 47 to 43.
  • Katar Neutral Air: Decreased Stun from 21 to 19.
  • Axe:
  • The Axe could seem fairly straightforward in gameplay, so it is receiving a new tool in the form of combos from Side Light. Some adjustments have been made elsewhere in the kit to allow room for the new routes available!
  • Axe Side Light: Increased Stun from 29 to 31; Decreased Damage from 15 to 11.
  • Axe Side Air: Decreased Time to Hit from 15 to 14.
  • Axe Neutral Light: Increased Damage from 19 to 20; Decreased Stun from 25 to 24.
  • Axe Neutral Air: Decreased Stun of later frames from 34 to 28; Changed Recover time from 5 Fixed & 15 Variable to 9 Fixed & 10 Variable.
  • Hammer:
  • The Hammer is receiving a few adjustments to feel a bit more fluid as well as some new options for pressure on the ground.
  • Hammer Side Air: Decreased Variable Recover time on miss from 25 to 19; Increased Fixed Recover time on miss from 1 to 5; Decreased Time to Hit from 16 to 15.
  • Hammer Side Light: Increased Stun from 18 to 21.
  • Rocket Lance:
  • The Rocket Lance is also receiving a bit more fluidity to one of its stiffer options; the Side Air. The Recovery is also receiving a slight damage boost to be more in line with other similar options.
  • Rocket Lance Side Air: Decreased Variable Recover time on miss from 16 to 13.
  • Rocket Lance Recovery: Increased base Damage from 15 to 17.
  • Blasters:
  • The Blasters Down Air now provides the same advantage on hit regardless of Dexterity as it takes its place as a designated string starter! The Neutral air’s impressive damage to speed ratio is brought down slightly to make room for the Down Air’s improvement at low and mid Dexterity.
  • Blasters Down Air: Changed Recover time on hit from 3 Fixed and 11 Variable to 10 Fixed and 0 Variable.
  • Neutral Air: Decreased Damage of the shots from 20 & 17 to 18 & 15.
  • Sword:
  • Covering a missed Down Light with a Neutral Light on Sword has become a standard flow, so we are opening up this interaction a bit for more counterplay.
  • Sword Neutral Light: Decreased Damage from 21 to 19.
  • Sword Down Light: Increased Fixed Recover time on miss from 0 to 2.
  • Spear:
  • The Spear Down Air is a very quick and effective poke and has received some reduced Stun to compensate for its utility.
  • Spear Down Air: Decreased Stun from 15 to 13.
  • Bow:
  • The Bow is having a few options brought in line with those of other similar powers, primarily on its Side attacks. Opponent’s will be stunned less from a Side Air and not be sent as far, and also take less damage from the Side Light.
  • Bow Side Air: Decreased Stun from 22 to 20; Decreased Variable Force from 34 to 32.
  • Bow Side Light: Decreased Damage from 23 to 21.
  • Gauntlets:
  • Some Gauntlets strings have been opened up a bit to allow more avenues of escape, as they could feel a bit too strong on a dodge punish.
  • Gauntlets Neutral Air: Decreased Stun from 21 to 20.
  • Gauntlets Side Air: Decreased Fixed Force from 57 to 55.
  • Gauntlets Down Air: Decreased Stun from 20 to 18.
  • Azoth:
  • Azoth’s Neutral Bow is getting an increase in speed to improve the reliability of the signature as an anti-air.
  • Azoth Neutral Bow: Decreased Minimum Charge time from 17 to 15.
  • Barraza:
  • Barraza’s Side Axe needed a bit less recovery to balance against its long active frames.
  • Barraza Side Axe: Decreased Fixed Recover time from 17 to 16.
  • Gnash:
  • We’ve improved the damage on two of Gnash’s signatures to bring his damage up to par with other Legends.
  • Gnash Side Hammer: Increased Damage from 20 to 22.
  • Gnash Neutral Spear: Increased Damage from 16 to 19.
  • Kor:
  • Kor’s Down Hammer is one of the least used in his kit. This change should encourage more rocks n’ rolls from here forward.
  • Kor Down Hammer: Decreased Fixed Recover time from 26 to 24.
  • Ragnir:
  • Ragnir’s Side Katar signature is a defining part of his kit, and a little too overturned compared to the capabilities of other Legends. These changes should make it easier to punish, and bring the damage in line with its utility.
  • Ragnir Side Katars: Increased Fixed Recover time from 18 to 20 when ending on the ground and from 15 to 17 when ending in the air; Decreased Damage from 22 to 20.
  • Thatch:
  • With multiple chase dodges as an option, Thatch’s Neutral Blasters is no longer as powerful as it used to be. These changes bring it back up to speed with current mechanics.
  • Thatch Neutral Blasters: Decreased Fixed Recover time from 27 to 23; Decreased Minimum Charge time from 14 to 12.
  • Ulgrim:
  • Dedicated Ulgrim players would argue that he needs no changes, and that he is perfect as he stands. We’ve improved the recovery time on two of Ulgrim’s signatures to make him feel more fluid for players.
  • Ulgrim Neutral Axe: Decreased Fixed Recover time on miss from 9 to 8.
  • Ulgrim Down Lance: Decreased Fixed Recover time on miss from 11 to 10.
  • Speed Dodge:
  • This change to speed dodge will allow for clashing, giving the defender an option to contest obvious approaches.
  • When canceling a Speed Dodge into an attack, invulnerability frames now end on the first attack frame rather than the following frame. This window still lasts up to a maximum of 10 frames.
  • Bug Fixes:
  • Fixed a visual 'popping' bug with Cross's Gauntlet d-sig during rollbacks.
  • Fixed a bug that would cause a grounded or wall jump to be treated as an aerial jump if it left the ground/wall during Jump Startup.
  • Fixed a bug that could reduce Landing Recover time when jumping.

New in Brawlhalla 2.37 Beta (Nov 17, 2016)

  • New Legend - Cross:
  • Cross - The Dealmaker, has entered Brawlhalla!
  • Weapons: Gauntlets + Blasters
  • Stats: 7/4/6/5
  • Cross Skins:
  • Devil Cross - “Some deals are better than others.”
  • Boss Cross - “You gotta dress the part.”
  • Sergeant Cross - “No Soldier or Soul left behind.”
  • New Legend Rotation:
  • This week’s new Legend Rotation features Asuri, Cassidy. Diana, Orion, Ulgrim, and Wu Shang.
  • Bug Fixes:
  • Fixed a bug that allowed Gravity Canceled taunts to charge for additional frames, causing them to fall early. Gravity Canceled attacks are unaffected.

New in Brawlhalla 2.36 Beta (Nov 10, 2016)

  • BCX 2016 Pack:
  • Available on Steam until the 23rd of November.
  • BCX Avatar
  • Mammoth Fan Sidekick
  • 300 Mammoth Coins
  • New Items In Malhalla:
  • The Reads - Taunt
  • Farewell Brawlhalloween:
  • Brawlhalloween has come to a close. Thanks for all the frightening gameplay!
  • Due to popular demand Switchcraft will remain as a custom game mode! Switchcraft maps have returned to their normal non-spooky state. The decorations were starting to turn...
  • UI:
  • Added two additional rows to the inventory for avatars
  • New map striking method: Tournament Striking. The official map striking method for BCX is now available for everyone!
  • Controller Support:
  • Adjusted PC support for 8bitdo SFC30
  • Drop Fixes:
  • Ada Side Blasters: Fixed a case where the target could be dropped before the final hit.
  • Gun Recovery: Fixed a case where the target could be dropped before the final hit. (Credit: Ephi)
  • Rocket Lance Side Light: Fixed a case where the target could be dropped before the final hit.
  • Hattori Down Spear: Fixed a case where the target could be dropped before the final hit.

New in Brawlhalla 2.35 Beta (Nov 3, 2016)

  • New Flags:
  • Country Flag Avatars for Austria, Belgium, Mexico, Romania, Poland, and Switzerland, have been added to Mallhalla!
  • Community Request:
  • Lowered volume on Rocket Lance's Side Air and Down Air attacks.
  • User Interface:
  • You will now be notified if/when your controller gets disconnected or reconnected mid-game.
  • You will also receive a notification if your controller disconnects while in a lobby and it causes you to back out of the lobby.
  • Animation / Art:
  • Optimized SFX performance
  • Decreased texture usage on SFX that had empty frames.
  • Brought Bow's wall jump animations closer to their hurtbox.
  • Brought Sword's running animations closer to their hurtbox.
  • Brought all character animations while holding a gadget closer to their hurtbox.
  • Gameplay:
  • When gadgets are turned off in a normal game mode, the max number of items allowed to be in play is now reduced from (2 * numberOfPlayers) to (1.5 * numberOfPlayers).
  • The rate at which items spawn when gadgets are turned off is lowered by 25%.
  • Controller Support:
  • PC support for Saitek PS1000
  • PC support for Genius MaxFire G-12U
  • PC support for Mad Catz Street Fighter V FightPad PRO for PS4
  • PC support for 8bitdo SFC30
  • New Legend Rotation:
  • This week’s Legend Rotation features Bodvar, Brynn, Ember, Lord Vraxx, Lucien and Val!
  • Bug Fixes:
  • Fixed issue where KO FX were sometimes pixelated.
  • Fixed bug causing avatar to cover personal rating banner icon in the ranked 1v1 character select view.
  • Fixed a bug with some controllers where both right and left (or up and down) on the D-pad can both be considered held at the same time if you switch directions without ever fully letting up on the D-pad.
  • Fixed a bug that caused some animations to be missing parts. (ex: A portion of Hattori's.austr smoke cloud on her sword n-sig)

New in Brawlhalla 2.34 Beta (Nov 1, 2016)

  • Brawlhalloween Begins:
  • Three New Skins:
  • Bewitching Scarlet (200 Mammoth Coins - Scarlet's hat is possessed by an angry spirit. We recommend avoiding eye contact.)
  • Horseman Lucien (140 Mammoth Coins)
  • Demonkin Diana (140 Mammoth Coins)
  • Halloween Colors! (3000 Gold per Legend)
  • Jac-KO-Lantern (KO Effect - 200 Mammoth Coins)
  • Avatars:
  • Pumpkin Pyre (Animated Avatar - 60 Mammoth coins)
  • RIP (Halloween Avatar - 6000 Gold)
  • A bonus 250 Gold on top of every daily login during Brawlhalloween!
  • Brawlhalloween is scheduled to to last for two weeks! Happy Haunting!
  • New Brawlhalloween Gamemode! - Switchcraft:
  • Switchcraft is a brand new game mode that takes on the illusions of Strikeout but with a terrifying twist! Select three of your favorite Legends and observe as Switchcraft mysteriously mixes and matches their weapons and signatures! (Disclaimer: Switchcraft mixes and matches are divined by its own mysterious magics. Any unexpected resulting combinations should be brought up to the board of Witchcraft, Wizardry and Brawlhollidays.)
  • Switchcraft is now available for play in custom lobbies.
  • Bouncy bombs have become Jack o' Lanterns on Switchcraft maps!
  • Switchcraft maps are spookier than normal.
  • Animations and Hurtboxing:
  • Brought Rocket Lance and Unarmed Run animations closer to their hurtboxes
  • Minor tweaks to Unarmed Run animations to prevent joints from disconnecting as much
  • Normalized hit react when launched animations to have more consistent hurtboxing across all rotations and fix broken cases. Removed some spinning in animation to keep hurtbox location more accurate for the Sword and Lance.
  • Controller Support:
  • General improvements to controller responsiveness that fix an issue where controller inputs were sometimes being received a frame late or, in extremely rare cases, being completely missed.
  • Weekly Legend Rotation:
  • This week’s Legend Rotation features Asuri, Cassidy, Diana, Sir Roland, Teros, and Wu Shang.
  • Bug Fixes:
  • Fixed a bug that would cause the wrong jump cloud fx to play on the second aerial jump.
  • Fixed a bug that could prevent ground pounds from triggering on ground collision. (Credit RiteBH)

New in Brawlhalla 2.32 Beta (Oct 13, 2016)

  • Mallhalla - New Skins and Chest:
  • The Imperial Chest has been discovered and added to Mallhalla!
  • New Death Adder Hattori skin can be found in the Imperial Chest.
  • New Warrior Spirit Kor skin can be found in the Imperial Chest.
  • New Yakuza Koji skin can be found in the Imperial Chest.
  • Ragnir’s gold price has been reduced to 5400
  • Promoted Test Features:
  • Chain Dodging is here so you can close more distance and really chase down your opponents!
  • During a Speed Dodge that begins on the ground, you may press the dodge button to perform an additional Speed Dodge in any forward direction, including diagonally. You may chain up to three Speed Dodges together in this fashion. Dodging in a vertical, neutral, or backwards direction will result in a normal dodge and end the chain. A chained Speed Dodge that begins and ends in the air will also cause the chain to end.
  • Chain Dodging has been promoted from a test feature to live!
  • You can chain up to three chase/speed dodges in a row as long as the first one started on the ground and with a maximum of one aerial chained dodge.
  • New Test Features:
  • The jump startup and landing recover changes are intended to experiment with toning down evasive and 'floaty' gameplay by adding a cost to some of the safest movement options in the game. We hope that by making attacks an exception to standard jump startup, we'll avoid damaging more aggressive aerial play and that the punishable Recover Time on aerial moves will prevent jump + attack from becoming a loophole.
  • Community feedback for Jump Sigs so far has been greatly appreciated. (Thanks in particular to Lithium43 and everyone who contributed to that thread) Individual balance on problematic signatures is still being worked on, but the added delay and telegraphing of jump startup may help address some of the core concerns with the feature.
  • Startup Time for jumping increased from 0 to 2. Attacking during a jump startup will cause the jump to happen immediately. Jump Sigs also have a 3 frame delay before jumping. Minimum charge is increased by 3 frames when performing a Jump Sig.
  • Recover Time when landing on the ground increased from 0 to 5. Aerial powers will have this duration added to their Recover Time when landing unless the power cancels into a grounded behavior (Ground Pounds, Unarmed Down Air, etc).
  • Aerial Jump height decreased to match Grounded Jump height.
  • If you're on the ground and have been holding a certain left/right direction for at least 27 frames when you try to dodge, you'll get a full speed dodge whether you're at max run speed or not. This should have no effect on higher speed characters, but allow slower speed characters to get a full speed dodge after turning around at about the same speed a faster character can get one.
  • Previous unmentioned Test Features remain the same.
  • Small Grumpy Temple:
  • Small Grumpy Temple is now in Ranked 2v2!
  • Small Grumpy Temple is a version of Grumpy Temple where the two large platforms are pushed closer together and have shorter walls on the outsides, the middle tier of smaller soft platforms has been removed, and the top soft platform with the wedge has been slightly lowered.
  • Small Grumpy Temple will replace Grumpy Temple in the 2v2 list but not the Free-for-All list. It will also appear alongside the standard Grumpy Temple map in the FFA list for Snowbrawl.
  • New Legend Rotation:
  • This week’s Legend Rotation features Brynn, Cassidy, Ember, Kor, Thatch, and Ulgrim.
  • Bug Fixes:
  • Fixed a bug where collectors pack users were not getting founder's avatar
  • Fixed a bug where powers that repeatedly hit a target with Variable Force would allow the target to use DI without having to be hit by two instances of the power.
  • Fixed some inconsistencies where getting dodge forgiveness after a hit wouldn't always allot the correct number of available chained dodges.

New in Brawlhalla 2.31.1 Beta (Oct 7, 2016)

  • Throw Changes:
  • We've heard your feedback and decided to make a few more adjustments to throws in this patch.
  • Decreased the hitbox for some of the larger weapons.
  • Change throw startup to two frames (four frames vertically), but if you were not hit during those frames, and the item is still on top of you, you stay immune until it passes through you.
  • Changed it so there are no throw startup frames if your target is stunned.
  • Moved the starting position of throws lower by about 50 pixels to normalize where throws come out vertically and horizontally.
  • Bug Fixes:
  • In Test Features: Fixed a bug that allowed Gravity Canceled signatures to jump.
  • Fixed bug causing hotkey tooltip to constantly redisplay each time the users moves the cursor to a new avatar item in the store
  • Fixed bug causing avatar page count to visually exceed the maximum amount when sometimes changing tabs with the mouse
  • Fixed display bug causing the controller hotkeys to not correctly display on the avatar tab in the store
  • Fixed display causing pages to sometimes not reflect the correct page number for avatars when paging with a controller
  • Fixed client crash when attempting to purchase an avatar with the quick buy option using a controller
  • Fixed a bug that would cause Azoth to display the default costume at the end of side axe sig

New in Brawlhalla 2.31 Beta (Oct 6, 2016)

  • Flag Wave Taunt:
  • The Flag Wave taunt is now available in Mallhalla.
  • The Flag Wave taunt will display whatever your currently equipped avatar is.
  • New Avatars:
  • Avatars are now available for purchase in Mallhalla.
  • Community Request:
  • Made a change to the colors in the HUD so that once a player starts going past 150 damage, the shade of red will continue to get deeper and darker all the way up to 300 damage (which should never reasonably be reached in normal play). This should help give an idea as to how “deep” in the red a player has gotten.
  • Improved the method of shading the damage bar in the HUD to make the color blending noticeably smoother.
  • Client and Server Performance:
  • Fixed memory leak in level system.
  • Improved rendering system performance.
  • Improved core server networking.
  • Improved core server packet parsing.
  • Optimized packeting routing on the core servers.
  • Fixed core server memory leak.
  • Improved core server database performance.
  • Improved core server performance during transfers.
  • Reduced spikes in core servers when lots of people log in at once.
  • Animation Adjustments:
  • Changed startup animation frames on Sword Recovery so that it is less stiff.
  • Updated Hammer running animations to match hurtboxes more closely.
  • Updated Katar running animations to match hurtboxes more closely.
  • Updated Spear running animations to match hurtboxes more closely.
  • Updated Axe falling animations to match hurtboxes more closely.
  • Reworked rendering to remove the occasional pixelation on some body parts.
  • UI Interface:
  • The randomize podium option displays are now hidden for users with an account level under 5.
  • Controller Support:
  • PC support for ThunderStrike Speedlink SL-6542
  • New Legend Rotation:
  • This week’s Legend Rotation features Ada, Bodvar, Diana, Queen Nai, Sir Roland, and Teros.
  • Graduated Test Features:
  • Thanks everyone for your feedback. After a bunch of testing we’re ready to put some of the test features from last week live.
  • Throws: Increased Recover Time when throwing a Weapon or Gadget from 14 to 18; Increased Stun Time of thrown Weapons and non-explosive gadgets from 17 to 21; Throws that hit a target that is not already stunned have their Stun Time reduced from 17 (now 21) to 16. Snowball and Water Balloon throwing is unaffected.
  • Same Move Directional Influence: gives a player some Directional Influence when hit by a combo that uses the same power more than once.
  • You can now charge a Gravity Canceled signature for up to 10 additional frames.
  • Previous test features not listed here remain as test features.
  • New Test Features:
  • Reminder: you can enable test features in custom lobby menu settings or by playing in the Experimental 1v1 Queue.
  • New test feature available in customs and the Experimental 1v1 Queue: Chain Dodging. You can chain up to three chase/speed dodges in a row as long as the first one started on the ground and with a maximum of one aerial chained dodge.
  • Standing on the ground is no longer a requirement to perform a Jump Sig, but they are still not possible when Gravity Canceled.
  • Increased the Recover Time of Jump Sigs by 15% of their normal Recover Time.
  • Signatures with hitboxes during the charge are no longer able to perform a Jump Sig once they reach their first hitbox.
  • Instead of Cooldowns preventing a power from being used again, the Cooldown Time will be added to the startup of the repeated power. (Note that Signatures cannot jump during Cooldown startup frames.)
  • Unarmed Neutral Light - Decreased Cooldown Time from 16 to 9.
  • Unarmed Side Light - Decreased Cooldown Time from 10 to 9.
  • Unarmed Down Light - Decreased Cooldown Time from 13 to 7.
  • Unarmed Neutral Air - Decreased Cooldown Time from 7 to 6.
  • Unarmed Side Air - Decreased Cooldown Time from 12 to 7.
  • Unarmed Down Air - Decreased Cooldown Time from 9 to 6.
  • Unarmed Recovery - Decreased Cooldown Time from 12 to 7.
  • Unarmed Ground Pound - Decreased Cooldown Time from 19 to 11; No longer ignores gravity during startup; Changed downward movement on first cast from 0 to 30.
  • Sword Neutral Light - Decreased Cooldown Time from 16 to 11.
  • Sword Side Light - Decreased Cooldown Time from 17 to 13.
  • Sword Down Light - Decreased Cooldown Time from 16 to 10.
  • Sword Neutral Air - Decreased Cooldown Time from 15 to 9 on miss, 19 to 12 on hit.
  • Sword Side Air - Decreased Cooldown Time from 18 to 13 on a hit.
  • Sword Ground Pound - Decreased Cooldown Time from 18 to 11; No longer ignores gravity during startup.
  • Lance Neutral Light - Decreased Cooldown Time from 16 to 9 on miss, 20 to 14 on hit.
  • Lance Side Light - Decreased Cooldown Time from 13 to 10 on miss, unchanged on hit.
  • Lance Down Light - Decreased Cooldown Time from 16 to 11.
  • Lance Neutral Air - Decreased Cooldown Time from 9 to 7.
  • Lance Side Air - Decreased Cooldown Time from 18 to 12.
  • Lance Down Air - Decreased Cooldown Time from 16 to 11.
  • Lance Recovery - Decreased Cooldown Time from 15 to 10.
  • Hammer Side Light - Decreased Cooldown Time from 11 to 7.
  • Hammer Neutral Air - Decreased Cooldown Time from 11 to 6 on miss, 15 to 8 on hit.
  • Hammer Down Air - Decreased Cooldown Time from 10 to 8.
  • Hammer Recovery - Decreased Cooldown Time from 15 to 12
  • Blasters Neutral Light - Decreased Cooldown Time from 10 to 8.
  • Blasters Side Light - Decreased Cooldown Time from 15 to 8 on miss, 15 to 10 on hit.
  • Blasters Down Light - Decreased Cooldown Time from 10 to 8.
  • Blasters Side Air - Decreased Cooldown Time from 18 to 14.
  • Blasters Neutral Air: Stun Time on first shot changed from 25 to a range between 25 and 20; Stun Time on second shot changed from 20 to a range between 20 and 15; Cooldown decreased from 12 to 9.
  • Blasters Down Air - Decreased Cooldown Time from 10 to 8.
  • Blasters Recovery - Decreased Cooldown Time from 10 to 8.
  • Blasters Ground Pound: Decreased Cooldown Time from 15 to 13; No longer ignores gravity during startup; Minimum time to cancel into the shot on ground collision increased from 0 to 17. (Previously not possible because of canceled gravity)
  • Spear Neutral Light - Decreased Cooldown Time from 11 to 9.
  • Spear Side Light - Decreased Cooldown Time from 10 to 8.
  • Spear Neutral Air - Decreased Cooldown Time from 12 to 9.
  • Spear Side Air - Decreased Cooldown Time from 8 to 6 on miss, 11 to 9 on hit.
  • Spear Recovery - Decreased Cooldown Time from 11 to 9.
  • Spear Ground Pound - Decreased Cooldown Time from 12 to 10; No longer ignores gravity during startup.
  • Katar Neutral Light - Decreased Cooldown Time from 8 to 7.
  • Katar Side Light - Decreased Cooldown Time from 14 to 9.
  • Katar Down Light - Decreased Cooldown Time from 22 to 12.
  • Katar Neutral Air - Decreased Cooldown Time from 9 to 6.
  • Katar Side Air - Decreased Cooldown Time from 12 to 8.
  • Katar Down Air - Decreased Cooldown Time from 13 to 10.
  • Katar Recovery - Decreased Cooldown Time from 10 to 7.
  • Katar Ground Pound - Decreased Cooldown Time from 22 to 12; No longer ignores gravity during startup.
  • Axe Neutral Light - Decreased Cooldown Time from 9 to 4.
  • Axe Side Light - Decreased Cooldown Time from 11 to 9.
  • Axe Down Light - Decreased Cooldown Time from 10 to 8.
  • Axe Neutral Air - Decreased Cooldown Time from 15 to 9.
  • Axe Side Air - Decreased Cooldown Time from 15 to 6.
  • Axe Down Air - Decreased Cooldown Time from 15 to 10.
  • Axe Recovery - Decreased Cooldown Time from 13 to 8.
  • Bow Neutral Light - Decreased Cooldown Time from 25 to 14.
  • Bow Side Light - Decreased Cooldown Time from 17 to 9 on miss, 29 to 13 on hit.
  • Bow Down Light - Decreased Cooldown Time from 19 to 9.
  • Bow Neutral Air - Decreased Cooldown Time from 15 to 13.
  • Bow Side Air - Decreased Cooldown Time from 16 to 14.
  • Bow Down Air - Decreased Cooldown Time from 19 to 12.
  • Bow Recovery - Decreased Cooldown Time from 16 to 12.
  • Bow Ground Pound - Decreased Cooldown Time from 14 to 11.
  • Gauntlets Neutral Light - Decreased Cooldown Time from 13 to 10 on miss.
  • Gauntlets Down Light - Decreased Cooldown Time from 14 to 9 on miss, 19 to 16 on hit.
  • Gauntlets Neutral Air - Decreased Cooldown Time from 15 to 11 on miss, 19 to 18 on hit.
  • Gauntlets Side Air - Decreased Cooldown Time from 14 to 10.
  • Gauntlets Down Air - Decreased Cooldown Time from 13 to 9.
  • Gauntlets Recovery - Decreased Cooldown Time from 15 to 11.
  • Gauntlets Ground Pound - Decreased Cooldown Time from 16 to 12.
  • Balance:
  • Throws:
  • This change is designed to prevent throws into combos while stacked with your opponent.
  • Thrown items do not become active until after 10 frames.
  • Unarmed:
  • The Side Air had an overly generous hitbox, so it has been updated to better match the animation, but we have slightly reduced the Time to Hit to compensate for the loss in strike area.
  • Unarmed Side Air: Decreased Time to Hit from 15 to 14; Rehitboxed to better match the animation.
  • Sword:
  • The Sword is an extremely solid weapon with good options in most scenarios, so we are tempering the reward slightly, focusing mostly on the Recovery attack. There will now be a brief dodge window between a Neutral Air and a Recovery attack, due to Neutral Air’s decreased Stun and the Recovery’s increased Time to Hit. The Down Air has been brought in line with other similar powers for Recover Time on miss, but some of that power is shifted to slightly increased Stun on the Neutral Light.
  • Sword Recovery: Increased Time to Hit from 6 to 9; Decreased total Damage from 24 to 20.
  • Sword Neutral Air: Decreased Stun from 20 to 18.
  • Sword Down Air: Increased Variable Recovery on miss from 21 to 24.
  • Sword Neutral Light: Increased Stun from 18 to 20.
  • Spear:
  • The Side Light has received a reduction in Variable Force and Fixed Force, as well as a slight drop in knockback angle for more consistent behavior into subsequent attacks.
  • Spear Side Light: Decreased Variable Force from 25 to 10; Decreased Fixed Force from 60 to 50; Slightly lowered angle of knockback.
  • Lance:
  • Some power has been shifted from the Neutral Air into the Side Air. The Lance Side Air has received slight reductions in both Time to Hit and Recover Time on miss for a more fluid feel, whereas the Neutral Air has received a slight reduction in Damage.
  • Lance Side Air: Decreased Time to Hit from 15 to 14; Decreased Fixed Recovery on miss from 1 to 0.
  • Lance Neutral Air: Decreased Damage from a range of 19~22 to a range of 18~21.
  • Katar:
  • The Katar Down Air can be great for starting or continuing pressure, but the Recover Time when colliding with the ground on miss rotated into other attacks a bit too quickly. The Fixed Recovery on miss for the Down Air on miss when colliding with the ground has been slightly Increased to allow more time to retaliate.
  • Katar Down Air: Increased Fixed Recovery on miss when colliding with the ground from 2 to 3.
  • Axe:
  • The Axe has regained a stacked option in the air in the form of the Side Air, as well as a little more coverage on the back end of the Neutral Air to compensate for the recent decrease of their generous hitboxes. The Neutral Light has been made more fluid from slight reductions to both Time to Hit and Recover Time on miss.
  • Axe Side Air: Restored a portion of stacked hitboxing.
  • Axe Neutral Air: Rehitboxed to slightly extend coverage on the back end of the swing.
  • Axe Neutral Light: Decreased Time to Hit from 10 to 9; Decreased Variable Recovery on miss from 12 to 10; Decreased Fixed Recovery on miss from 1 to 0.
  • Bow:
  • The Bow Ground Pound was still a bit too powerful at lower damage ranges, so we have shifted some power within the attack from the Fixed Force into its travel speed.
  • Bow Ground Pound: Decreased Fixed Force from 86 to 76; Slightly increased travel speed.
  • Gauntlets:
  • The Gauntlets Recovery felt weak in comparison to other similar attacks, so we are slightly increasing the Damage to make it a bit more rewarding.
  • Gauntlets Recovery: Increased Damage from 15 to 17.
  • Bug Fixes:
  • Fixed a bug where the Test Maps never actually showed up in the Experimental 1v1 Queue.
  • Holding down to fall through a soft platform with an aerial attack is no longer possible once a power cancels into its landing animation. Fixes some related bugs.
  • Fixed a bug where some animations like picking up a weapon could delay the dodge invulnerability animation from displaying on the correct frame. (Credit Nerex7)
  • Fixed a bug that could cause bots on the same team to intentionally attack each other. (Credit Bliffity, Thor)
  • Renamed Ragnir's base katar skins to "Dragon Scale Katars" to avoid naming conflict with the Dragon Tooth Katars that appear in the store.
  • Fixed an issue where a dodge animation could play instead of a charge throw animation when throwing immediately after a dodge.
  • Fixed a bug where the 2v2 ranked screen would say "Requires a teammate to play ranked 2v2" if the second player had never played Ranked 2v2 before.
  • Fixed a bug where the personal 2v2 season rating would not show the correct Elo for a player who hasn't played 2v2 Ranked yet, and wouldn't show a personal rating at all if that player was the 2nd player. Also fixed a bug where default personal 2v2 rating info would appear for the first player for spectators if there were no actual players in the lobby.

New in Brawlhalla 2.30 Beta (Sep 29, 2016)

  • New Legend:
  • Ragnir the Dragon has Entered Brawlhalla!
  • Weapons: Katars / Axe:
  • Stats: 5/6/6/5
  • Skins: Ashen Ragnir, Celestial Ragnir, and Mecha Ragnir.
  • Avatars:
  • Alpha, Closed Beta, Founders, Collectors, and Season 1 avatars.
  • More avatars coming soon!
  • Experimental 1v1 Queue:
  • The goal of the 1v1 Queue is to get more feedback from more players where the stakes are higher. While you won’t be losing or gaining elo, we do hope that the 1v1 environment will allow you to test out everything and provide us with better feedback than playing in customs with friends or clanmates. Let us know what you think!
  • Test Features
  • Test Maps
  • Stances are ON
  • List of Existing 1v1 Test Features:
  • Dodges will end when touching a wall.
  • Same Move Directional Influence: gives a player some Directional Influence when hit by a combo that uses the same power more than once.
  • Signature Jumping: allows you to hit the jump button while charging a signature for an aerial Signature attack. This currently does not consume your dodge.
  • You can now charge a Gravity Canceled signature by up to 25 frames.
  • New Test Features:
  • Added to Test Features
  • Throws: Increased Recover Time when throwing a Weapon or Gadget from 14 to 18; Increased Stun Time of thrown Weapons and non-explosive gadgets from 17 to 21; Throws that hit a target that is not already stunned have their Stun Time reduced from 17 (now 21) to 16. Snowball and Water Balloon throwing is unaffected.
  • Upward Chase Dodge: Can now Chase Dodge upwards after a hit or with the upward momentum from a jump. Canceling an upward Chase Dodge into a downward attack does not apply the standard post-chase-dodge invulnerability frames.
  • User Interface:
  • Opening up the preview of a KO Effect in the store will now play the sound it makes.
  • Increased the number of rows in the inventory from 5 to 7.
  • Tooltip primer added to the ranked tab in the store to better explain level requirements for Skyforged Colors and how to obtain Glory.
  • New settings option to show/hide Season 1 loading frame in the match preview.
  • Loading frames no longer get clipped when viewing match preview information for the ranked 2v2 queue in a 4:3 aspect ratio.
  • Platinum and diamond loading frames no longer overlap each other in the match preview information for the ranked 2v2 queues
  • Reduced the size of the stat meters and weapon icons to help better fit the new loading frames when viewing information on the match preview screen.
  • New avatar equipment slot has been added to the inventory screen.
  • New Legend Rotation:
  • This week's Legend Rotation features Asuri, Barraza, Ember, Orion, Scarlet and Wu Shang!
  • Bug Fixes:
  • Fixed bug causing the text display for legend level 100 to get cut off in the character select
  • Fixed display bug causing ranked UI to still show "SEASON 1" for the headers instead of "SEASON 2"
  • Fixed a bug where the third digit of the score in the HUD would get cut off (could really only happen in Snowbrawl).
  • Fixed a number of Skyforged color exclusions to lower the amount of similar colors in game, especially in Ranked 2v2.

New in Brawlhalla 2.29 Beta (Sep 22, 2016)

  • Season 2 Has Begun:
  • Season 1 is over. Season 2 is here!
  • Season 2 will last until early/mid December.
  • Skyforge Weapons and Colors:
  • You may now purchase exclusive items with Glory.
  • Skyforge Weapons have been added to Mallhalla.
  • Skyforge Colors have been added to Mallhalla.
  • Glory Earnings Calculation:
  • Glory earned is based on a combination of your Peak Rating (highest 1v1, 2v2, team, or Legend rating/elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory.
  • Glory from Wins:
  • You gain 20 Glory per win up to 150 wins which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less.
  • Glory from Peak Rating:
  • There is a minimum requirement of 10 games played to be eligible for Glory based on your rating.
  • Glory from Previous Seasons:
  • If you participated (5+ games) in any seasons prior to Season 1, you will received an additional 2500 Glory.
  • Ranked Borders from Season 1:
  • If you placed in gold or better in your best rating, you are given a ranked border that people will see in the match preview screen. There is a ranked border for gold, platinum, and diamond tiers. These will last for one season and will be updated again after Season 2.
  • Elo - Soft Reset:
  • Personal Elo has been soft reset for all ranked modes.
  • 1v1 Elo and Personal Elo for 2v2 have been brought closer to 1200.
  • All season data has been saved for stats, api, and future leaderboards.
  • 1v1:
  • Under 2000: Elo = (Elo +1200) / 2
  • Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
  • 2v2, Legend Rating:
  • Legend Rating and Team rating have been brought closer to 750.
  • Under 2000: Elo = (Elo + 375) / 1.5
  • Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
  • Your tiers (gold, platinum, etc) and your best rating have been adjusted accordingly.
  • Avatars Coming Soon:
  • We are working on finishing the avatar system that will be available soon!
  • Avatars will be displayed on your Legend Select podium, account list, friends list, in lobbies, post game podium, and pre-match loading screens.
  • If you played 10 or more games you'll get the competitor Avatar.
  • Peak rating of gold or higher gets you the Gold Avatar.
  • Peak rating of platinum or higher gets you the Platinum Avatar.
  • ...Wait for it...Peak rating of Diamond gets you the Diamond Avatar.
  • You will receive all avatars you qualify for.
  • In future seasons if you qualify for an avatar you already received it 'ranks' up.
  • Matchmaking Adjustments:
  • The Matchmaker will no longer match people if the resulting Elo gain for the winner will be 0.
  • The Matchmaker has increased how long the server will wait to match you if the Elo gain will be 3 or less.
  • Community Request:
  • Single player Tournament scores have been saved and reset. Rankings page coming soon.
  • You can now close the Training Menu by pressing the 'Tab' key.
  • The Training Menu will now open to last tab you were viewing (assuming that tab is still available) instead of always defaulting to the Player Settings tab.
  • Map Banning:
  • You may now ban a single map in each matchmaking queue. You can set it in the Lobby Settings in the character select screen. You must play at least one game in the queue before you may ban a map. If two players enter a queue (like in FFA or 2v2), only the leader's ban will count.
  • Gameplay Mechanics:
  • Added a small amount of buffer so that if you pass a horizontal KO line while no longer stunned, you can still recover to prevent the trying to recover, seeing yourself jump, then still dying issue.
  • Mines no longer explode automatically on timeout.
  • Removed the effect of Dex on the travel speed of certain powers. Travel speed multiplier changed to 1.113 from a range between 1.05 and 1.155. Dex no longer affects travel speed on any power. Affected powers:
  • Unarmed Recovery, Unarmed Down Air, Unarmed Ground Pound, Unarmed Side Light, Unarmed Side Heavy, Sword Side Light, Sword Recovery, Sword Ground Pound, Lance Down Air, Lance Ground Pound, Lance Side Air, Lance Recovery, Hammer Recovery, Hammer Ground Pound, Hammer Side Light, Blasters Recovery, Blasters Ground Pound, Spear Neutral Light, Spear Side Light, Spear Recovery, Spear Down Air, Spear Ground Pound, Katar Side Light, Katar Recovery, Katar Down Air, Katar Ground Pound, Axe Neutral Light, Axe Recovery, Axe Ground Pound, Bow Down Light, Bow Ground Pound.
  • Signatures whose travel speed was affected by Dex retain their current travel speed but are no longer affected by stances: Cassidy Down Hammer, Orion Side Lance, Orion Side Spear, Gnash Down Hammer, Nai Down Spear, Nai Neutral Katars, Nai Side Katars, Hattori Side Sword, Roland Neutral Lance, Scarlet Down Hammer, Ada Down Blasters, Ada Neutral Spear, Sentinel Neutral Katars, Sentinel Side Katars, Lucien Side Katars, Lucien Down Katars, Asuri Side Sword, Ember Neutral Katars, Ember Side Katars, Ember Down Katars.
  • Controller Support:
  • Additional PC support for Retrolink SNES controller
  • PC support for Logic3 controller.
  • New Legend Rotation:
  • This week’s Legend Rotation features Koji, Diana, Ulgrim, Brynn, Sentinel and Cassidy.
  • Bug Fixes:
  • Fixed a bug where stance changes affected certain signatures more than intended: Azoth Side Bow, Ulgrim Neutral Axe, Ulgrim Side Axe, Ulgrim Down Axe, Ulgrim Neutral Lance, Ulgrim Side Lance, Ulgrim Down Lance, Koji Neutral Bow, Koji Side Bow, Val Side Gauntlets.
  • Fixed an online strikeout bug where clicking on a character after locking in random wouldn't clear out the first two random characters.
  • Fixed a bug where leaving training mode while in Catch Bombs mode would put you back into normal training mode. It will now leave you in Catch Bombs mode.
  • Sword Recovery: Fixed a case where the target could be dropped before the final hit.
  • Balance:
  • Unarmed:
  • We have removed the Minimum Charge scaling based on Dexterity that only existed for Unarmed Heavy attacks to make it consistent with every other moveset.
  • Unarmed Side Heavy changed to 21 Time to Hit from a range between 21 and 23.
  • Unarmed Neutral Heavy changed to 17 Time to Hit from a range between 16 and 18.
  • Sword:
  • The Sword Recovery attack does a bit too much Damage for the moderate but versatile nature of the weapon, so we are slightly reducing it to be more in line with the weapon design.
  • Sword Recovery: Decreased Damage from 26 to 24.
  • Spear:
  • The Spear side light attack is too rewarding at low damage ranges, but very undesirable at high damage ranges. We are shifting some of the utility around so it is a more consistent string starter throughout, while tempering the Spear’s lengthy combos.
  • Spear Side Light: Decreased Variable Force on the second hit from 32 to 25; Slightly lowered the angle of knockback; Decreased Stun from 33 to 21; Decreased Time to Hit from 13 to 12.
  • Katar:
  • The Katars have received a great deal of benefits from recent game mechanics changes, so we are adjusting some of its attacks given the new state of the game. The Down Air is now a more consistent string starter when not landing on the ground, and will also have a consistent dodge window off stage.
  • Katar Down Air: Decreased Variable Force from 32 to 13 for the final hit in the air; Decreased Fixed Force from 61 to 50 for the final hit in the air.
  • Katar Neutral Air: Increased Time to Hit from 8 to 10; Decreased Fixed Recovery on Miss from 1 to 0.
  • Blasters:
  • The Blasters Down Light attack feels too stiff, so we are reducing the Recovery Time on Miss at the cost of some of its generous Damage.
  • Blasters Down Light: Decreased Variable Recovery on Miss from 22 to 16; Increased Fixed Recovery on Miss from 0 to 1; Decreased total Damage from 24 to 22.
  • Axe:
  • The Axe Recovery can feel a bit too difficult to contest or punish, so we are adding a bit more Recovery Time. We have also rehitboxed the air attacks to not only better match their animations, but also create a bit more space in which to combat Axe users.
  • Axe Recovery: Increased Fixed Recovery from 1 to 3.
  • Axe Neutral Air: Rehitboxed to better match the animation.
  • Axe Side Air: Rehitboxed to better match the animation.
  • Axe Down Air: Rehitboxed to better match the animation.
  • Bow:
  • The Bow Neutral Light is receiving a bit more Recovery Time on Miss to bring it in line with other similar attacks. We have also softened the angle on the side air attack to better differentiate it from the down air attack.
  • Bow Side Air: Softened angle of Force to be slightly more horizontal.
  • Bow Neutral Light: Decreased Variable Recovery on Miss from 23 to 20; Increased Fixed Recovery on Miss from 2 to 6.
  • Hattori:
  • Hattori’s Down Sword’s duration is fairly front-loaded, but it recovered a bit too quickly for such a useful power, so we have Increased the Recovery Time accordingly.
  • Hattori Down Sword: Increased Fixed Recovery from 15 to 18.
  • Thatch:
  • Thatch’s Side Sword can feel great to land, but missing felt very stiff, so we have slightly reduced the Recovery Time.
  • Thatch Side Sword: Decreased Fixed Recovery from 24 to 22.
  • Brynn:
  • Brynn’s Side Axe is relatively punishable, but also had a fairly lengthy Time to Hit. We are reducing the Minimum Charge for a slightly faster attack.
  • Brynn Side Axe: Decreased Minimum Charge from 9 to 7.
  • Asuri:
  • Asuri’s Neutral Katar scored knockouts a little too early, so we are decreasing the Variable Force to be more in line with other similar powers.
  • Asuri Neutral Katar: Decreased Variable Force from 61 to 57.
  • Ember:
  • Ember is receiving a number of upgrades to her Bow kit, primarily in the form of more Damage to the Neutral Bow, and Increased Range and Force on the air version of her Down Bow power.
  • Ember Neutral Bow: Increased Damage from 22 to 24.
  • Ember Down Bow: Increased minimum Variable Force for the air version from 35 to 40.
  • Ember Down Bow (air version): Rehitboxed at the end of the power to better match the animation, resulting in slightly increased vertical Range.
  • Koji:
  • Koji’s Down Bow was a bit too difficult to punish on Miss, so we have Increased the Recovery Time, and shifted some of that power to the Down Sword in the form of slightly faster Time to Hit.
  • Koji Down Bow: Increased Fixed Recovery from 15 to 22.
  • Koji Down Sword: Decreased Minimum Charge from 15 to 13.
  • Throw:
  • Held throws could be fairly difficult to react to, so we are moving some of the Time to Hit around within the power so the release is not so sudden.
  • Throw Charge: Moved 2 frames of Time to Hit from minimum charge time to post-release time such that the total startup time stays unchanged at 10, but minimum time to release an already charged throw is increased from 4 to 6.

New in Brawlhalla 2.28 Beta (Sep 15, 2016)

  • New Legend Skins in Mallhalla:
  • Marauder Bodvar - The historical basis for heavy metal album covers.
  • High Noon Cassidy - This town is a reasonable size for both of us, but I still don’t want you in it.
  • Overhauled Legend Pages and Stats:
  • New Legend Pages are now live!
  • Career Statistics per Legend are now available on each Legend page.
  • Training Room:
  • The Training Menu has been completely revamped to use the same UI as the Game Settings Menu. It should be much more intuitive and easy to use now.
  • You can now go straight into Catch Bombs Training in Training Mode through the Game Settings menu in the training lobby.
  • Wall Changes:
  • We’ve been looking into the issue of players who like to spend more time on the wall than on the stage itself. We’re taking small steps to ensure that the player who is edge guarding has the advantage, while keeping the person on the wall on the backfoot.
  • You can no longer Dodge, Throw, or use Gadgets while Wall Sliding.
  • This next proposed change is a little more intense, and we’d like to get your opinion on this one. With this change all dodges will end immediately when you come into contact with a wall. Play with this one in test features and let us know what you think.
  • Added to Test Features: Dodges will end when touching a wall.
  • Performance Improvements:
  • Improved performance on Rocket Lance's base kit special effects
  • Controller Support:
  • PC support for smart phones and tablets that use Monect.
  • New Legend Rotation:
  • This week’s Legend Rotation features Azoth, Lucien, Queen Nai, Sir Roland, Teros, Val!
  • Bug Fixes:
  • Fixed a small bug where you had to move the mouse to toggle the Powers Viewer in training mode if you had just toggled it.
  • Fixed a bug that could show targets slightly offset from the position where they were hit on frames where a hit took place. (Credit OhMyraa)
  • Improved handling of edge cases when grabs attempt to place a target through a wall. (Credit Zeloxory)
  • Changed the on hit throw sound for the gauntlets to match most other weapons
  • Fixed a bug where Lance Side Air would fire too many sound effects on hit. (Credit KeithKush)

New in Brawlhalla 2.27 Beta (Sep 8, 2016)

  • New Items in Mallhalla:
  • First Edition Sentinel
  • Silver Age Jhala
  • Community Request:
  • When two powers attempt to grab the same target on the same frame, ones attacking a teammate have lower priority.
  • Test Maps:
  • Cave has been added as a test map.
  • Client Performance:
  • Client memory usage and performance improved for online games.
  • Fixed client performance leak bug that occurred with some UI components.
  • Cut down memory usage used for replay state tracking during all games.
  • Controller Support:
  • Added PC support for Thrustmaster T Mini.
  • User Interface:
  • The Max Players option is now on the Game Rules tab in the Game Settings menu.
  • Room Type is now the header of the Lobby tab in game settings.
  • The header for the Lobby tab in Game Settings now shows what type of online lobby you're in.
  • Test Maps and Test Features are now two separate settings.
  • The game settings screen will now completely hide options that are irrelevant for the current game mode or lobby type instead of graying them out.
  • Balance:
  • Katars:
  • The Katars have gained a lot of great utility and an increased ability to pressure opponents due to some of the recent additions to game mechanics, so we are making certain options a bit more vulnerable on miss to compensate.
  • Katars Down Air: Increased Fixed Recovery Time on miss for the ground collision version from 0 to 2.
  • Katars Down Light: Increased Fixed Recovery Time on miss from 1 to 3.
  • Axe:
  • The Axe commands a great deal of respect when fighting in the air due to its large swings, but it can be a bit too stifling, so we are increasing opportunities to contest and/or punish the Axe user from below.
  • Axe Ground Pound: Decreased Hit Window for the ground collision version from 8 to 6.
  • Axe Down Air: Increased Time to Hit from 13 to 14; extended the backward acceleration reduction that is present during the Recovery Time to apply during the entire power, comparable to other similar powers.
  • Blasters:
  • We are pulling some Damage from the Neutral Light in order to give the Side Air a slight boost in Variable Force, as the Blasters have no trouble racking up Damage, but a harder time converting into a knockout.
  • Blasters Neutral Light: Decreased Damage from 28 to 26.
  • Blasters Side Air: Increased Variable Force from 35 to 37.
  • Hammer:
  • The Hammer is a slow powerful weapon, but the Down Air is a fast knockout attack that deals very little Damage, so we are shuffling some power within the move to better fit the flavor of the weapon, as well as opening some counterplay from below the Hammer user.
  • Hammer Down Air: Increased Time to Hit from 8 to 10; Increased Damage from 14 to 15.
  • Sentinel:
  • Sentinel’s Side Katars was knocking out players at relatively low Damage values, so we are reducing the Variable Force to be in line with other similar powers.
  • Sentinel Side Katars: Decreased Variable Force from 62 to 60.
  • Orion:
  • Orion’s Down Lance can be difficult enough to connect with for the moderate Damage it does, so we are adding some more reward in the form of slightly increased Variable Force.
  • Orion Down Lance: Increased Variable Force from 50 to 53.
  • New Legend Rotation:
  • This week’s Legend Rotation features Ada, Barraza, Ember, Jhala, Kor and Orion.
  • Bug Fixes:
  • Fixed rare crash that could occur when someone left a game while you had your picker open with a random legend selected.
  • Fixed a crash caused by getting an insanely high number of knockouts in the same multi knockout.
  • Fixed bug where the hyper-sensitive profanity list would sometimes get used for the regular chat.
  • Fixed a fatal error on startup that occurred with bad connections.
  • Fixed a bug where the text box for entering a lobby description in the Lobby settings wasn't showing the "Enter a lobby description" prompt when the lobby didn't have a name (and you were high enough level to set one).
  • Fixed a bug where holding down a direction in the UI would do the normal thing where it start slowly and speed up the scroll, but it'd start over after about a second. It no longer does that.
  • Fixed a bug where if you had the settings screen open when the host moved to level select, the settings screen would stay open on top of the level select screen.

New in Brawlhalla 2.26 Beta (Sep 1, 2016)

  • New Items in Mallhalla:
  • Astral Prison (KO) - Locked away forever in the fabled Third Dimension. They're probably fine.
  • Shadow Casters (Blasters) - Arguably dishonorable. Proven effective.
  • Imperial Rocket (Lance) - Completely undetectable if kept under 5kph.
  • New Test Maps:
  • Pillars: Back by somewhat popular demand, Pillars has returned as a test map!
  • Wheel: Constantly moving platforms for 4 players!!
  • Small Big Kings Pass: BMG is great at naming things!
  • Icecream Edge: A delicious new competitive map.
  • Chute: We're liquidating test maps. All maps must go!
  • Community Request:
  • In the Manage Party menu when setting up a custom game, the left trigger & bumper on the controller will remove a bot and the right trigger & bumper will add a bot.
  • Art / Animation:
  • Optimized Vals in world Sword fx animations.
  • Optimized Vals in world Fist fx animations.
  • Improved performance issues caused by Val's signatures.
  • Balance:
  • Originally, we put a two frame recovery period after non-speed dodges so that the defensive player didn’t have the upper hand coming out of dodge. This lead to jumping after a dodge generally being a safer decision. To prevent that, we are also disallowing jumping after dodge for two frames to leave more of an opportunity to punish predictable dodges.
  • During the 2 frames after a regular dodge where you can't attack, you now can no longer jump as well.
  • Aerial jumping had a momentum boost so that jumping back and forth different directions felt more responsive. Unfortunately, this had the side effect of making a retreat + jump + side air overly effective. We have decided to remove this logic and make aerial jumps have no influence on your x velocity. Grounded jumps will still maintain some of this logic.
  • Aerial jumping a different direction than your current movement will no longer boost your momentum in the direction of your jump.
  • Drop Fixes:
  • Fixed a bug with how drop prevention interacts with custom hurtboxes. Should fix some reported cases of Val Down Gauntlets and Val Down Sword drops, and may fix a number of other drops. (Credit: Quivscor, CederoBH, Ephi)
  • Val Neutral Sword: Fixed some cases where targets could be dropped before the final hit when attacking through a soft platform.(Credit: GraverageGaming)
  • Bug Fixes:
  • Fixed issue that could cause matches to desync right at the beginning, making it seem like the match is over instantly.
  • Fixed an issue with the maps sets for DodgeBomb where there were two sets named "All" and one set just had the smaller map and the other just had the larger map. There are now three sets: "FFA", "Big" and "All". "FFA" just has the smaller map, "Big" just has the larger map, and "All" includes both. DodgeBomb still defaults to the "Auto" set, which will choose either the larger map or the smaller map based on how many people are playing.
  • Fixed a bug where player-controlled bots in Training Mode could pick up thrown weapons after switching to a character that doesn't use them. Sorry.
  • Fixed Val's color swapping teeth.

New in Brawlhalla 2.25 Beta (Aug 25, 2016)

  • New Legend:
  • Val has entered Brawlhalla!
  • Weapons: Sword & Gauntlets
  • Stats: 4/5/6/7
  • Skins:
  • Hardsuit Val - Faceless. Remorseless. Also functions as a WiFi hotspot.
  • Kunoichi Val - A whispering in the trees, a breeze on your cheek, and then it’s too late.
  • New Taunt:
  • The Flex - What would Bajheera do? Hit ‘em with The Flex!
  • Community Request - Replays:
  • You can now use your mouse to control the camera during replays. Right click toggles the camera lock, mouse up zooms in, mouse wheel down zooms out, and left click and drag to pan the camera.
  • You can now frame step with a controller during replays. Use the right stick left and right to step back and forward, and use the right stick up and/or down to pause/play.
  • New Game Mechanics (From Recent Test Features):
  • After a lot of testing, feedback, and discussion, we’ve decided to move a number of test features live. While we’re confident that these changes are good for the game, it doesn’t mean we’ll stop listening to feedback. Continue to let us know what you think, and we’ll continue to keep pushing the boundaries of Brawlhalla.
  • Weapon Spawn Changes:
  • Weapon spawns will now alternate weapons on pickup.
  • Item spawning will not spawn more than two gadgets in a row.
  • Second spawn is always a weapon.
  • First spawn is a weapon and always spawns in the middle.
  • Clashing:
  • Changed the rules for clash tie breaking so that grounded moves beat air moves. Slide charges are treated as ground moves. Gravity Cancels have higher priority than air but lower than ground. Previous tiebreakers (Strength, Damage) have been removed.
  • Speed Dodge:
  • After some discussion we’ve decided to consolidate the terms ‘chase dodge’ and ‘momentum dodge’ into a single term - ‘Speed Dodge’. ‘Chase’ and ‘momentum’ refer to the different methods used to enter a ‘Speed Dodge’ but the result is always the same. This should clear up any confusion in current and future patch notes.
  • Speed Dodge Forgiveness: Landing a hit will allow you to speed dodge even if your dodge is on cooldown. Getting this speed dodge cannot lower your current cooldown. e.g., you can’t use it to get rid of extra cooldown from a gravity cancel. You can only get Speed Dodge Forgiveness once per cooldown period.
  • Canceling a Speed Dodge into an attack grants up to 10 invulnerability frames during the attack's startup frames. The invulnerability ends the first frame after a hitbox comes out.
  • Added a 14 frame delay after being hit before dodges are eligible to be Speed Dodges. This will prevent players from getting the momentum dodge bonus because of velocity from recently being hit.
  • New Test Features:
  • We are exploring ways to encourage 2v2 teams to chase down enemies in 2v1 situations. This test feature makes hitting your teammate less lethal.
  • In 2v2 only 75% of Variable Force is applied to teammates.
  • This test feature is designed to help with 2v2 Black Hole situations where players are hit by the same move over and over.
  • Same Move Directional Influence: gives a player some Directional Influence when hit by a combo that uses the same power more than once.
  • Client Performance:
  • Reduced memory usage and churn.
  • Improved character select screen performance slightly.
  • Improved startup time and seeking for replays.
  • Improve startup time when spectating a match in progress.
  • New Legend Rotation:
  • This week's Legend Rotation features Azoth, Cassidy, Queen Nai, Scarlet, Thatch and Wu Shang.
  • Bug Fixes:
  • Fixed some bugs related to multiple powers attempting to grab the same target at the same time.
  • Fixed a bug with test features where you could get a chase dodge in the middle of an attack.
  • Fixed a test feature bug where sig jumping can no longer be done with the lance recovery.
  • Fixed an issue with the mouse overs in the Game Settings menu not always highlighting the correct option.
  • Fixed bug where after a few games, bots were using the wrong ground distance causing them to behave less predictably.
  • Fixed a bug where the room number would still show up in the Lobby Rules tab of the Game Settings even if you were trying to hide it.
  • Balance Changes:
  • Unarmed
  • Even though the Side Air has a rather lengthy Time to Hit for its range, repetitive use in certain situations can be a bit too strong. We are increasing the Cooldown to provide time for proper counterplay between uses.
  • Unarmed Side Air: Increased Cooldown from 0 to 12.
  • Spear:
  • As the Ground Pound can be a very strong tool for the Spear, it could be restarted a little too quickly, so we are increasing the Cooldown to allow for more time between repetitive uses.
  • Spear Ground Pound: Increased Cooldown from 0 to 12.
  • Rocket Lance:
  • We have updated the Hitboxing to better match the Recovery animation, resulting in slightly increased Range. To compensate, we have slightly reduced its incredibly strong Variable Force.
  • Rocket Lance Recovery: Updated Hitboxing to better follow the animation, resulting in Increased Range; Decreased Variable Force from 56 to 54.
  • Axe:
  • The Axe Recovery can be followed up with other attacks a bit too quickly, so we are increasing the Variable Recovery to allow for a larger window between subsequent attacks.
  • Axe Recovery: Increased Variable Recovery from 10 to 14.
  • Gauntlets:
  • The Gauntlets Recovery can feel a bit unreliable when fighting your way back up to the stage, while the Ground Pound is a bit too strong for its utility, so we are shifting some power between the two.
  • Gauntlets Recovery: Increased Hitbox height for slightly more vertical range.
  • Gauntlets Ground Pound: Decreased Variable Force from 50 to 48.
  • Sir Roland:
  • We are shifting some Force from Roland's overly strong Side Sword into his relatively weak Down Sword to bring both in line with other similar Signature attacks.
  • Sir Roland Side Sword: Decreased Variable Force from 56 to 54.
  • Sir Roland Down Sword: Increased Variable Force from 47 to 48.
  • Lucien:
  • Lucien has relatively low Damage on his attacks before the Strength and Defense stats apply, leaving some attacks disproportionately weak. We are slightly increasing the Damage on the final hit of his Neutral Katars so it is not so far behind other similar attacks.
  • Lucien Neutral Katars: Increased Damage of final hit from 13 to 15.
  • Ulgrim:
  • Ulgrim has a very reliable combo into his Neutral Lance that is slightly too strong, while his Down Lance is a bit too weak for the potential risk, so we are shifting some power from the Neutral Lance into the Down Lance.
  • Ulgrim Neutral Lance: Decreased Variable Force from 51 to 50.
  • Ulgrim Down Lance: Increased Variable Force from 44 to 46.
  • Gadgets:
  • The Horn will now do Damage when thrown! It will now do around half the Damage of thrown weapons.
  • Sidekick Summoner: Increased Damage when thrown from 0 to a range of 2 to 5 depending on its speed.
  • Fixes:
  • Gauntlets Recovery: Updated Hurtboxing to better follow the animation.
  • Gauntlets Ground Pound: Fixed a bug that altered the falling Hitbox after being held for more than 39 frames.
  • Spear Recovery: Fixed a bug that prevented the Variable Force from trailing off as intended. Variable Force now properly drops from 44 to 38 for the last 10 frames of the Hit Window.
  • Improved logic for when powers pull targets through soft platforms. Should fix a number of rare drop cases.

New in Brawlhalla 2.24 Beta (Aug 18, 2016)

  • Mallhalla:
  • After a long back and forth with the Allfather himself we’ve decided to return Odin’s Chest to its original owner.
  • Odin's Chest is no longer available.
  • We did however find Ulgrim working on a pair of new weapon skins in his spare time. We were able to get them into Mallhalla for you before Lucien absconded to the black market with them.
  • Morning Maul (Hammer) and Nightmare Claws (Katars) are now available!
  • Community Request:
  • /cls or /clear clears chat.
  • Improved bot behavior on Big Thundergard Stadium.
  • More Test Features:
  • The new test features this week are aiming at making weapon spawning more strategic in the way it affects the start of each game and weapon swapping. Additionally we’re looking at making chase dodge more powerful as an approach tool by providing attack startup invulnerability and giving it its own cooldown. Let us know what you think of ALL the test features. We want to hear from you!
  • Weapon spawns will now alternate weapons on pickup.
  • Item spawning will not spawn more than two gadgets in a row.
  • First spawn is a weapon and always spawns in the middle.
  • Second spawn is always a weapon.
  • Chase Dodge Forgiveness: Landing a hit will allow you to chase dodge even if your dodge is cooldown. Getting this chase dodge cannot lower your current cooldown. e.g., you can't use it to get rid of extra cooldown from a gravity cancel. You can only get Chase Dodge Forgiveness once per cooldown period.
  • Canceling a Momentum Dodge into an attack grants 8 invulnerability frames during the attack's startup frames.
  • Added a 14 frame delay after being hit before dodges are eligible to be momentum dodges. This will prevent players from activating chase dodge from the velocity of being hit.
  • Previous Test Features Remain. They are as follows:
  • Signature Jumping: allows you to hit the jump button while charging a signature for an aerial Signature attack. This currently does not consume your dodge.
  • You can now charge a Gravity Canceled signature by up to 25 frames.
  • Jumping off the wall is no longer a grounded jump, it is now treated as your first aerial jump.
  • Removal of the strength then damage tiebreaker: moves clash more frequently.
  • Directional Influence is now possible on hits with Variable Force when the target is still stunned from a previous attack. (Such as during black hole combos)
  • Replays:
  • It’s not quite Brawlhalla Movie Editor Pro Action MXI, but we think all of the GIF and Video creators out there will love these new replay tools.
  • You can now use your controller to leave replays
  • Added the ability to lock the camera during replays.
  • You can zoom and pan while the camera is locked in replays.
  • Default controls on Xbox 360 controller:
  • X/Y: Toggle camera locked/unlocked
  • A/RT/RB: Zoom in
  • B/LT/LB: Zoom out
  • Left stick/d-pad: Pan
  • Default control on Keyboard:
  • Enter: Toggle camera locked/unlocked
  • C/J: Zoom in
  • X/K: Zoom out
  • Arrows/WASD: Pan
  • New Legend Rotation:
  • This week’s Legend Rotation features Bodvar, Ember, Gnash, Jhala, Lord Vraxx, and Orion,
  • Bug Fixes:
  • Fixed a bug causing Snake Goddess Nai's head details to change color in certain poses.
  • Fixed a color swap bug with Winged Serpent Nai.
  • Fixed a bug where the lobby list would not hide the room number after checking "hide room number"
  • Fixed a bug where closing and opening the settings menu really quickly results in a blank settings menu.
  • Fixed a bug where the "Is Typing" text lingers after leaving a matchmaking game.

New in Brawlhalla 2.23 Beta (Aug 11, 2016)

  • The Ancient Treasure Chest Has Been Uncovered!
  • Chest Exclusive Skins:
  • White Fang Gnash
  • Fangwild Fawn Ember
  • Winged Serpent Nai
  • New Test Features:
  • While we’ve created a huge list of features we’re testing internally, there’s some ideas we wanted to get into your hands to try out as soon as possible.
  • Signature Jumping: allows you to hit the jump button while charging a signature for an aerial Signature attack. This currently does not consume your dodge.
  • You can now charge a Gravity Canceled signature by up to 25 frames.
  • Jumping off the wall is no longer a grounded jump, it is now treated as your first aerial jump.
  • Remove the strength then damage tiebreaker and just have moves clash.
  • Gameplay Changes:
  • A change to thrown weapons disappearing sooner should make players think twice before utilizing a weapon throw. We’ve also made a number of changes to soft platforms so you’re able to fight more fluidly around and through them.
  • Thrown weapons will disappear much sooner after becoming inactive.
  • Holding down while doing an aerial attack will allow you to travel through soft platforms.
  • Snap to the ground attack distance cap lowered by 30%.
  • Snap to the ground attack additionally lowered by 50% on soft platforms to prevent accidental platform cancels.
  • Jump ledge canceling distance tightened on light attacks by 30%.
  • User Interface:
  • "Randomize All" option added to podium picker menus inside the character select screen
  • Randomize option command for the picker menu has been moved to left trigger / left bracket
  • You can now see your teammates' picks while Blind Pick is active.
  • Exclusive items now appear first in the list of the grid of possible items for the chest
  • Clans:
  • Added personal contributions to the clan page.
  • Increased clan leader board from Top 3 to Top 10.
  • New Legend Rotation:
  • This week's Free Legend Rotation includes Brynn, Diana, Kor, Queen Nai, Sir Roland, and Teros.
  • Bug Fixes:
  • Fixed a bug where spectators would not update the ELO of the players.
  • Fixed a bug when joining a 2v2 ranked lobby would not update your ELO immediately.
  • Fixed a bug where the server could get in a weird state when clients disconnects early in the start game process.
  • Fixed bug where noskull mode was active for everyone regardless of setting on the main stage platform in Shipwreck.
  • Fixed bug where a character would remain move locked for what would have been the duration of the dodge if they were interrupted during the two frame dodge startup. This mostly affected moves with very little stun (such as throws or sigs done on characters with low damage).
  • Fixed a display bug where the color picker in Ranked 2v2 would sometimes display a selected color icon rather than the intended "locked state" for the partner.
  • Fixed a bug where the randomize costume/color picker would return the currently selected item.
  • Fixed a bug that let the combat broadcast overlap the HUD in 8 player FFA games.
  • Balance Changes:
  • Sword:
  • The Sword Recovery has quite a bit of time built in to the attack that gives it quite a lengthy recover time, so we are bringing it closer in line with other Recovery powers.
  • Sword Recovery: Decreased Variable Recovery from 15 to 14.
  • Axe:
  • The Axe Side Light is a great set-up tool with good range. We are slightly decreasing the Damage to fall in line with its utility.
  • Axe Side Light: Decreased Damage from 16 to 15.
  • Bow:
  • The Neutral Light and Neutral Air both provide quick coverage and solid Damage, so we are shifting power away from these attacks into the Recovery attack. This should further differentiate the Neutral Light and Neutral Air, while making the Recovery feel a bit more impactful.
  • Bow Neutral Light: Increased Variable Recovery on Miss from 19 to 23.
  • Bow Neutral Air: Decreased Damage from 21 to 20.
  • Bow Recovery: Increased Variable Force from 46 to 48.
  • Hammer:
  • The Hammer is receiving a couple changes to its overly strong vertical power in the air. The Ground Pound hitbox better follows the animation, resulting in less horizontal threat during the attack. The Recovery is now slightly easier to punish on miss, as it was relatively easy for a Hammer user to cover their mistake.
  • Hammer Ground Pound: Rehitboxed to better match the animation.
  • Hammer Recovery: Decreased Hit Window from 7 to 5; Increased Fixed Recovery on Miss from 1 to 3.
  • Gauntlets:
  • The Gauntlets Side Light's Damage could feel a bit underwhelming, particularly when used toward the end of its range. We are slightly increasing the Damage for this approach tool.
  • Gauntlets Side Light: Increased total Damage from 11 to 13.
  • Sentinel:
  • Sentinel's kit is currently a bit too strong in certain areas; Sentinel's Side Hammer has very high Damage and Force with great range, while his Neutral Katar does relatively low Damage. We are shifting some power between these two to balance out the kit. We are also increasing the maximum charge time available on the Side Hammer to be similar to other Signatures.
  • Sentinel Side Hammer: Decreased Variable Force from 58 to 56; Decreased Damage from 32 to 30; Increased maximum charge duration from 47 to 74. (The standard value on most Signatures)
  • Sentinel Neutral Katar: Increased Damage from 15 to 18.
  • Queen Nai:
  • Queen Nai is a bit too powerful at the moment, so we are trimming one of her clear outliers to fall in line with other similar attacks.
  • Queen Nai Side Katars: Decreased Variable Force from 61 to 59; Increased Damage from 18 to 20.
  • Scarlet:
  • Scarlet is slightly over-performing expectations, so we are shifting some power within her Neutral Lance to be a little less threatening at medium damage ranges, while feeling a bit more rewarding throughout.
  • Scarlet Neutral Lance: Decreased Variable Force from 53 to 51; Increased Damage from 15 to 17.
  • Thatch:
  • Thatch's Side Blasters has not seen much use during play, as it has a slightly longer than average Time to Hit with a medium amount of horizontal range. We are decreasing the Minimum Charge for a slightly faster Time to Hit.
  • Thatch Side Blasters: Decreased Minimum Charge from 18 to 16.
  • Fixes:
  • Scarlet's Down Lance and Ada's Neutral Blasters now follow the proper rules and are no longer able to jump during their recover time.
  • Scarlet Down Lance: No longer able to jump during recovery.
  • Ada Neutral Blasters: No longer able to jump during recovery.

New in Brawlhalla 2.22 Beta (Aug 4, 2016)

  • New Sidekick and Taunt:
  • Come At Me! (taunt) - Seems subtle. Totally isn’t.
  • Drake (sidekick) - Because everyone should be able to ride into battle on a Dragon.
  • Community Request:
  • "Randomize" option has been added to each picker menu category in the character select.
  • Friends and clan list now distinguish players who are in couch party, training, and tournament mode.
  • You can hold down F5 and F6 to step backwards and forward rapidly in replays.
  • Personal rating in ranked 2v2 now shows your ELO and banner tier
  • Upcoming Rankings Improvements + Brawlhalla ID:
  • It won’t be up quite yet, but this patch contains some background programming magic that will allow for season rankings, and improved search functionality on the Rankings webpage. Additionally, the Brawlhalla ID is just a small step in some of the future plans we have concerning Rankings API, tournaments, and ensuring players are properly identified throughout. More details to come in the future!
  • User account specific Brawlhalla ID has been added to the account drop down tab in the top-right corner menu.
  • Your Brawlhalla ID is based on when you started to play. If your ID is 3,000,000 you’re our 3 Millionth player!
  • Upcoming Website Changes:
  • Best Season Ranking viewable on the website
  • Improved search capabilities (such as ignoring clan tags)
  • Search available for 2v2!
  • Reminder: This will come later this week.
  • Performance:
  • Improved startup time and animation system performance.
  • Reduced memory footprint of animation system.
  • Improved client rendering performance.
  • Improved client startup time.
  • Fixed texture memory leak.
  • Controller Support:
  • PC support for Rock Candy gamepad for PS3
  • New Legend Rotation:
  • This week’s Legend Rotation features Ada, Cassidy, Ember, Koji, Ulgrim and Wu Shang.
  • Bug Fixes:
  • Fixed a bug that would not save room descriptions in games list when interacting with the software keyboard.
  • Fixed bug allowing the mouse user to use any other users picker menu to change their own personal options in the character select.
  • Footer tooltip text in the store no longer gets cut off on certain tabs

New in Brawlhalla 2.21 Beta (Jul 28, 2016)

  • New Skins:
  • Shark Attack Thatch
  • Deep One Azoth
  • Tactical Blade (sword)
  • Trident Lancer (spear)
  • Summer Event and Mallhalla:
  • After a ton of fun in the sun the Brawlhalla Summer Event has come to an end! Thanks to everyone who threw water baloons in Beachbrawl, took some time off on the beaches of Shipwreck Falls and picked up their very own pair of Heatwave Colors.
  • The gold cost for Wu Shang has been reduced to 5400!
  • The final countdown has started for Odin’s Chest. Just three weeks left!
  • Summer event login bonus and Heatwave colors are no longer available. Thanks for a great summer, we’ll see you next holiday!
  • Beachbrawl will remain in-game!
  • User Interface:
  • The game will now remember whether or not you left the chat box opened or closed across sessions
  • Removed older sparkle effect from the victor's podium when the scoreboard first displays
  • Chat box collapse and expand buttons now read more clearly and has been changed from a red alert icon to a blue chat bubble icon
  • Chat box notification icon for unread messages has been enlarged and made more obvious
  • Users will no longer receive chat notifications when other users join/leave the game lobby
  • Users will no longer receive chat notifications when other brawlers send the message "gg". Instead little chat bubbles will appear over the users podiums that say "gg"
  • Using the "GG" hotkey button during the scoreboard will no longer trigger the chat box to open
  • Client / Server Performance:
  • Decreased overall memory usage.
  • Improve resize window time.
  • Improved client performance.
  • Improved core server performance.
  • Art / Animation:
  • Hattori's Neutral Sword Signature FX now show on both sides of her instead of just in front.
  • Bug Fixes:
  • Fixed a bug that could cause bots to become unresponsive or attack teammates.
  • Fixed bug causing certain assets in the inventory to now correctly display if the users window resizes while the inventory is open
  • Fixed bug causing the "equipped" token on items in certain categories in the inventory to sometimes reset itself to the item that was equipped when the window was first opened
  • Improved behavior of grabbed targets on wall collision to better follow the legend performing the grab.
  • Fixed some drop cases where a setup hit would bounce the target against a wall too hard to follow up correctly, such as on Gauntlet Side Air.
  • Fixed bug causing Kor and Wu Shang's portrait to not appear in the "Best Legend" UI inside the character select during Ranked 1v1
  • Fixed issue where several of the text headers were selectable via mouse for various windows in the top-right corner menu
  • Fixed rare crash that could bring the core login servers down.
  • Fixed bug that caused the camera to follow weapons too aggressively in 1v1. (Credit: /u/broskit)
  • Fixed bug causing users to click "Collapse Chat" button twice before it would register
  • Balance Changes:
  • Blasters:
  • The Blasters are a long range weapon, but its close range options seemed slightly too strong, so we are trading some Damage from its close range starters for a shorter Hit Window on the Side Air to increase the pace of play for both the user and the opponent.
  • Blasters Down Light: Decreased total Damage from 27 to 24.
  • Blasters Side Air: Decreased Hit Window from 12 to 10; Increased Variable Recovery on hit from 6 to 8; Increased Fixed Recovery on miss from 0 to 2.
  • Blasters Down Air: Decreased total Damage from 19 to 17.
  • Lance:
  • We are speeding up the Side Air's Time to Hit for more reliable use as an approach, as it is slightly too easy to retreat from.
  • Lance Side Air: Decreased Time to Hit from 16 to 15.
  • Axe:
  • The Axe has a number of solid ground options, but the areas of coverage among its attacks overlap slightly too much. We are decreasing the hitboxes at the top of the Side Light to better differentiate its options.
  • Axe Side Light: Decreased hitboxes at the top of the swing for less overhead coverage.
  • Bow:
  • The Bow's air kit provides a strong sequence of attacks, both in speed and coverage. We are shaving some of these areas to provide a tighter feel with more room for counterplay.
  • Bow Side Air: Increased Fixed Recovery on miss from 1 to 2; Decreased backwards acceleration to be similar to other Side Air powers.
  • Bow Neutral Air: Increased Time to Hit from 8 to 9.
  • Gauntlets:
  • The Down Light is receiving a Stun adjustment to ensure dodge windows before Signature attacks. Some Signatures are still great string options, so watch out!
  • Gauntlets Down Light: Adjusted Stun from 26 to a range of 26 to 22, resulting in consistent frame advantage on hit throughout.
  • Fixes:
  • Unarmed Side Air: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Unarmed Ground Pound: Fixed a timing issue with the animation on ground collision that caused it not to match hitbox timing.
  • Axe Neutral Air: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Scarlet Neutral Lance: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Sentinel Down Hammer: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Bow Neutral Air: Fixed a case where the target could be dropped before the final hit.
  • Wu Shang Down Gauntlet: Fixed a case where the target could be dropped before the final hit.

New in Brawlhalla 2.20.2 Beta (Jul 21, 2016)

  • New Skins:
  • Vive la Révolucien (Lucien Skin)
  • Darkheart Lance
  • Darkheart Gauntlets
  • Darkheart Bow
  • New Legend Rotation:
  • This week's legend rotation features Asuri, Barraza, Ember, Gnash, Jhala, and Orion!
  • Asuri:
  • Weapons: Sword & Katar
  • Stats:4/7/5/6
  • Details:http://wiki.brawlhalla.com/w/Asuri
  • Barraza:
  • Weapons: Axe & Blasters
  • Stats: 6/4/8/4
  • Details: http://wiki.brawlhalla.com/w/Barraza
  • Ember:
  • Weapons: Bow & Katars
  • Stats:6/6/3/7
  • Details: http://wiki.brawlhalla.com/w/Ember
  • Gnash:
  • Weapons: Hammer & Spear
  • Stats: 7/3/5/7
  • Details: http://wiki.brawlhalla.com/w/Gnash
  • Jhala:
  • Weapons: Sword & Axe
  • Stats: 7/7/3/5
  • Details: http://wiki.brawlhalla.com/w/jhala
  • Orion:
  • Weapons: Rocket Lance & Spear
  • Stats:4/6/6/6
  • Details:http://wiki.brawlhalla.com/w/Orion

New in Brawlhalla 2.20 Beta (Jul 14, 2016)

  • New Legend:
  • Wu Shang the monk has entered Brawlhalla!
  • Weapons: Gauntlets & Spear
  • Stats: 5/7/5/5
  • New Skins:
  • Wu Shang Kong
  • Seeker Wu Shang
  • Wu Shang The Breaker
  • Community Request:
  • Added color conflict for base color and Heatwave for: Orion, Metadev Orion, Gnash, Team Spirit Gnash, Snake Goddess Nai, Castaway Thatch, and Cinderguard Brynn to avoid in game confusion.
  • Returned the blue shadow to base Orion's Community Color swap.
  • Test Features:
  • Now Available in Test Features: Directional Influence is now possible on hits with Variable Force when the target is still stunned from a previous attack.
  • Invulnerability during startup frames of a Dodge Canceled attack has been removed from Test Features.
  • User Interface:
  • Brought back the check box to hide room number for spectators, and it's available for players now as well.
  • Hero XP bars should correctly show up on the podium when spectating.
  • Stat Differences from the base stance are now shown in Character Select.
  • Heatwave colors now correctly sort next to other holiday colors.
  • Performance Improvements:
  • Reduced cost of animation parsing, should improve performance.
  • Improved client performance by cutting down runtime allocations.
  • Additional client performance improvements.
  • Controller Support:
  • PC support for GameCube controller using Raphnet adapter.
  • Bug Fixes:
  • If a player gets disconnected at the exact time as a 2v2 ranked match gets made, the server will now make sure that the bot replacing that player is on the correct team and uses the correct color. For the time being, the disconnected player will still not be able to rejoin that game. That fix will come later.
  • Fixed a bug where spectators couldn't leave a game if the player(s) they were spectating were in queue waiting for a match.
  • Crash fix for when no hero is selected but it tries to update your skin selection.
  • Fixed a crash when you would hear about a spectate update before your spectate screen was displaying.
  • Fixed a bug that caused training mode bots to look funny after switching their legend. In the same vein, also fixed a bug where the KO broadcast would show a previous bot's legend.
  • Fixed a bug where spectators would see their own elo, instead of the actual player’s.
  • Fixed a bug where weapons skins weren't being swapped on the podium in spectator mode.
  • Fixed a bug that caused the game timer to display for a small amount of time while the match is still loading in.
  • Fixed color swap bug with Hattori base sword handle and Armored Kore Gauntlets.
  • Fixed a bug that let thrown items hit multiple targets.
  • Fixed a bug where opening the picker menu on a character (the one that lets you choose skin, color, etc) and then clicking the "Go Back" button with the mouse could leave that menu open for a bot.
  • Fixed a bug where getting hit with an item or a small number of signature attacks (like Thatch's cannonballs or Ada’s neutral guns sig) on the same tick that sudden death starts could cause you to take the impact of that hit as soon as your sidekick dropped you off.
  • Balance Adjustments:
  • Unarmed:
  • The Unarmed Ground Pound has been brought in on the sides to more closely align with the animation and intended strike zone.
  • Unarmed Ground Pound: Adjusted hitboxing to better match the animation.
  • Sword:
  • The Sword has been in a good spot, but we are shuffling some power in its combos and strings. The Down Light now launches slightly higher at high damage values. The Down Air now has slightly less recover time on hit to encourage continued aggression.
  • Sword Down Light: Increased Variable Force from 5 to 9.
  • Sword Down Air: Decreased Variable Recover on hit from 21 to 17.
  • Hammer:
  • Some power in the Hammer's air kit has been shifted from the Recovery into the Neutral Air for more active response.
  • Hammer Recovery: Increased Time to Hit from 9 to 10.
  • Hammer Neutral Air: Decreased Time to Hit from 18 to 17.
  • Hammer Down Air: Decreased Stun from 25 to 24.
  • Blasters:
  • The Blasters Down Air feels slightly off-flavor from the rest of the kit in its speed and coverage, so it has received an increase in Time to Hit, as well as a reduction in total hit window for a faster pace of play for all players.
  • Blasters Down Air: Increased Time to Hit from 9 to 11. Decreased Hit Window from 14 to 10.
  • Lance:
  • The Lance has received a shift in power from its Down Light into its Side Light to aid in its grounded approach options.
  • Lance Side Light: Decreased Time to Hit from 11 to 10.
  • Lance Down Light: Decreased Damage from 29 to 27. Decreased Stun from 25 to 24.
  • Katars:
  • The Katars Down Light has received a minor increase in Stun for greater incentive as an anti-air and more reliable use overall.
  • Katar Down Light: Increased Stun from 21 to 22.
  • Axe:
  • The Axe is receiving a shift in power in its ground kit. The Side Light has received an increase in Fixed Recover to make it slightly easier to challenge, while the Down Light has received an increase in Stun to reward further pursuit.
  • Axe Side Light: Increased Fixed Recover on miss from 1 to 3.
  • Axe Down Light: Increased Stun from 31 to 33.
  • Bow:
  • We have a number of changes to the Bow to curb some outliers and shuffle some power around the kit. The Ground Pound can be slightly too strong at medium damage ranges, so we have slightly reduced the Variable Force. Some power has been moved from the Side Air into the Down Light to help the Bow's grounded approach. The Side Light's Stun has been adjusted to keep the Dodge Window before a Down Light the same.
  • Bow Side Light: Decreased Stun from 20 to 18.
  • Bow Side Air: Increased Time to Hit from 10 to 11.
  • Bow Down Light: Decreased Time to Hit from 19 to 17.
  • Bow Ground Pound: Decreased Variable Force from 46 to 43.
  • Gauntlets:
  • The Gauntlets have been performing very evenly, but a minor shift in power from the Neutral Air to the Side Light should help Gauntlet players initiate, while also giving opponents a clearer opening for retaliation.
  • Gauntlets Side Light: Slightly Increased minimum travel distance based on momentum.
  • Gauntlets Neutral Air: Increased Variable Recover on miss from 17 to 20.
  • Gauntlets Side Air: Adjusted hitboxes on hit to better match the animation.
  • Cassidy:
  • Cassidy has received some updated hitboxing on her Down Blasters, resulting in less lingering hitboxes at the end of the power.
  • Cassidy Down Blasters: Adjusted hitbox timing to better match animation.
  • Orion:
  • Some of the power in Orion’s kit is being shifted to better define the role of each attack. The Down Spear has received a slight reduction in force, but remains a great option for building damage and catching opponents. The Side Spear has received a utility increase in the form of a lower Minimum Charge for a faster response.
  • Orion Down Spear: Decreased Variable Force from 55 to 53.
  • Orion Side Spear: Decreased Minimum Charge from 10 to 9.
  • Gnash:
  • Gnash has received some updated hitboxing on his Down Spear power, resulting in slightly increased forward reach and slightly less reach behind him.
  • Gnash Neutral Spear: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Gnash Down Spear: Adjusted hitboxes to better match the animation.
  • Teros:
  • Teros has received some updated hitboxing on his Side Axe, resulting in slightly less vertical reach on the first swing.
  • Teros Side Axe: Adjusted hitboxing to better match the animation.
  • Koji:
  • Koji’s Side Bow has received a slight decrease to its Variable Force, given its excellent direction of knockback and range. The Down Sword has received updated hitboxing, resulting in slightly increased forward reach and slightly less reach behind him.
  • Koji Side Bow: Decreased Variable Force from 53 to 51.
  • Koji Down Sword: Adjusted hitboxes to better match the animation.
  • Fixes:
  • Unarmed Side Air: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Sword Side Light: Slightly slowed down animation speed during Recover Time. (Recover Time is unchanged)
  • Gnash Neutral Spear: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Koji Down Sword: Updated Hurtboxes to better follow animation.

New in Brawlhalla 2.19 Beta (Jul 7, 2016)

  • Brawlhalla Summer Celebration:
  • Heat Wave Colors have been added to Mallhalla
  • 1500 Gold per Legend OR 10 Mammoth Coins per Legend.
  • Daily Login Bonus of 250 extra coins each time you log in during the Summer Event.
  • New Game Mode - Beachbrawl:
  • Beachbrawl is a new, team based game mode just in time for the summer season. In Beachbrawl the goal is to knock beachballs into the opposing team’s goal. The catch is that you can’t touch the beachballs with anything but water balloons. Don’t worry, you have an infinite supply of ammo, so get to it! It’s a wet n’ wild splash fest on the shimmering shores of Shipwreck Falls, so go have some fun in the sun and prove which team can get the Beachbrawl victories done!
  • Beachbrawl is now available for play in Custom Lobbies
  • New Skins:
  • Achievement Hunter enters the halls of Valhalla with fierce barbarian Mogar and the power hungry Mad King leading the way!
  • Mogar Gnash
  • Mad King Roland
  • Improved spectator Support:
  • We’re still looking at how to improve the spectator experience, but for now we’re removing the old spectating screen that felt too confining to create a proper viewing experience. If you have suggestions for how we can improve the spectator experience in the future let us know!
  • Spectators now see the same lobby screen as players.
  • A large "SPECTATING" banner across the middle will appear when spectating to avoid confusion.
  • Client Performance:
  • Improved rendering performance.
  • Decreased memory footprint and garbage collection frequency.
  • Fixed some performance issues with rocket lances.
  • User Interface:
  • Updated redeem promotional code UI in the store
  • Redeem code can now be accessed with the controller
  • Redeem code button now visually looks disabled if the user is disconnected from the servers
  • Buy Coins can now be accessed with the controller by moving up and pressing confirm
  • Error screen can now be closed with the Escape key when using a keyboard
  • Added DodgeBomb to the filters for public games
  • New Legend Rotation:
  • This week's rotation features Asuri, Bodvar, Brynn, Lord Vraxx, Sentinel and Ulgrim.
  • Drop Fixes:
  • Teros Side Axe: Fixed a case where target could be dropped before the final. (Credit rel00p)
  • Hattori Side Sword: Fixed a case where target could be dropped before the final hit. (Credit Logic)
  • Bug Fixes:
  • Fixed a visual bug for Ammit and The Shade sidekicks.
  • Fixed a bug where you couldn't edit controller settings with a controller if you used the mouse to enter the binding menu.
  • Fixed a bug where you couldn't pick the default colors for Legends that were used by a bot in the previous game.
  • Fixed bug where blank messages were getting sent in chat when you tried to close chat.

New in Brawlhalla 2.18 Beta (Jun 30, 2016)

  • Odin’s Chest:
  • In today’s update we’re introducing Odin's Chest. This is a fun new way you can pick up some of the most popular Skins in the game for a great price. Every time you open Odin’s Chest you’ll get a skin that costs more than the chest, and best of all: no duplicates!
  • Opening Odin's Chest costs 100 Mammoth Coins
  • Never get a duplicate reward
  • Each Chest grants you one reward from
  • 2 Exclusive Skins
  • 14 Existing Skins ranging from 140-200 Mammoth Coins in value each
  • Even chance at every item you don't already own in the Chest
  • You can get Skins for Legends you don't own
  • These can be used when Legend is on free rotation
  • Item Skins from these Skins can be used across Legends
  • Available for a limited time, but may reappear later
  • The first Odin’s Chest is appearing with two new skins
  • Each time you open Odin’s Chest you get a random Legend Skin you don’t own. Odin’s Chest contains sixteen Legend Skins total. Two of the sixteen Legend Skins are exclusive to Odin’s Chest. Your odds of getting any particular Skin are even across all available Skins in the Chest. Because the reward is randomized, opening Odin’s Chest isn’t refundable. We have taken extra precautions to make sure it is hard to open a Chest accidentally. You will never get a duplicate reward from Odin’s Chest.
  • Chests are available for a limited time, but may reappear throughout the year. Opening the Chest costs less than any of the individual items inside it, so no matter what you get it's always a great deal!
  • Community Request:
  • Clan max size has been increased to 50. Once your clan hits level 6, every additional clan level adds 4 more member capacity up to 50 at level 11.
  • In Open Striking, there is now a 'Strike Others' option that will choose the highlighted map (By striking all other remaining options). This option defaults to ‘V’ on keyboard and X/Square on Controller, and can also be performed by right-clicking a map with mouse.
  • Art / UI:
  • Asgardian Weapon Skins color swaps changed slightly to make their gems pop more.
  • Brightened Thundergard background art for character visibility.
  • Reworked black color scheme for increased visibility
  • Training mode update:
  • Added "Attack" and "Jump" on the Bot React Options page.
  • Attack options are: neutral, side, down, n-heavy, s-heavy, d-heavy, random.
  • Jump options are: up, right, left, random.
  • Added new page "Practice Options".
  • Added "Training Room" and "Catch Bombs" on the Practice Options page.
  • Renamed Bot Options to Bot Set Options.
  • Renamed Bot Options 2 to Bot React Options.
  • Position Reset will now instantly reset when the Bot gets KO'd.
  • Renamed "Player" to "Bot Control" and moved to the Training Options page.
  • Client Performance Improvements:
  • We've made a number of adjustments to improve client performance and memory usage of Brawlhalla. Let us know if performance has improved for you if you've experienced issues in the past!
  • Balance Adjustments:
  • Sword:
  • The Sword has a great overall kit, however the Side Air's lengthy Hit Window can create situations that feel out of flavor for the weapon. We’ve shortened the Hit Window to reduce interruptions in the pace of play for both players.
  • Sword Side Air: Decreased Hit Window of first swing from 3 to 2, and second swing from 5 to 4.
  • Lance:
  • The Lance can be one of the more difficult weapons to use off-stage, so we've slightly reduced the Time to Hit of Lance Recovery. Use of the move in aggressive situations is more responsive, while still retaining room for counter-play.
  • Lance Recovery: Decreased Minimum Charge from 15 to 14.
  • Katar:
  • The risk/reward is slightly off for on-stage use of the Ground Pound. We've decreased the amount of Variable Recovery for missed Ground Pounds that connect with the stage.
  • Katar Ground Pound: Decreased Variable Recovery on ground collision from 22 to 20.
  • Bow:
  • The Bow has a fantastic air kit, although certain attacks rotate a little too quickly. We've opened up the time between some of these rotations by increasing the Fixed Recovery on miss for the Side Air. We've also decreased the Time to Hit of the Neutral Light to bolster the ground game.
  • Bow Neutral Light: Decreased Time to Hit from 10 to 9.
  • Bow Side Air: Increased Fixed Recovery on miss from 0 to 1.
  • Gauntlets:
  • Now that the Gauntlets have had a bit of time to settle, we've made a few slight adjustments for key situations. The risk/reward seems to be slightly off for certain strings, so we've shifted some power from the Neutral Air to other moves in the kit. Players will find some situations easier to escape and increased reward from other options.
  • Gauntlets Neutral Air: Increased Time to Hit from 9 to 10.
  • Gauntlets Down Air (air ver.): Decreased Time to Hit from 10 to 9.
  • Gauntlet Recovery: Increased Minimum Variable Force from 30 to 35.
  • Sir Roland:
  • Sir Roland has received a number of hitbox adjustments to better match his animations. Users may find an increase in range due to these changes, so we've decreased the Variable Force on the Down Lance to compensate.
  • Roland Side Lance: Rehitboxed to match animation; Adjusted animation timing to match the hit window of the initial charge.
  • Roland Down Lance: Rehitboxed to match animation; Decreased Variable Force from 62 to 58.
  • Roland Down Sword: Rehitboxed to match animation.
  • Orion:
  • Like many of Roland's signatures, Orion's Side Lance is a common hitboxing complaint. It has been adjusted to more closely follow the lance head, losing some height and stacked coverage in exchange for more range throughout the power.
  • Orion Side Lance: Rehitboxed to better match animation.
  • Sentinel:
  • We've avoided adjusting Sentinel for a while. He infrequently comes up among reported player concerns and has a fairly low use rate. However, we've decided the low startup, high damage, and possible true combo into Katar Recovery of Sentinel's Down Katars made for too dominant of an option and needed some toning down.
  • Sentinel Down Katar: Decreased Damage from a range between 38 and 34 to a range between 32 and 28; Decreased Stun Time from 40 to 31.
  • Diana:
  • Diana's Down Blasters and Down Bow are a little too strong for their utility. We've decreased the Variable Force some to bring these powers in line. In exchange, we’ve sped up the Time to Hit of Neutral Bow for increased reliability as an anti-air.
  • Diana Down Blasters: Decreased Variable Force from 53 to 48.
  • Diana Down Bow: Decreased Variable Force from 48 to 45.
  • Diana Neutral Bow: Decreased Minimum Charge from 8 to 7.
  • Jhala:
  • We are giving Jhala's Down Sword a slight increase in Damage to bring the appeal in line with other options of similar ranges.
  • Jhala Down Sword: Increased Damage from 24 to 26.
  • Kor:
  • We've rehitboxed Kor's Neutral Hammer to better match the animation during the initial launch, resulting in some increased horizontal range for more reliable use.
  • Kor Neutral Hammer: Rehitboxed to better match animation during the rock's initial launch.
  • Fixes:
  • Blasters Neutral Air: Adjusted animation timing to match hit window of first shot and recovery frames on miss.
  • Bow Down Air: Adjusted fx location to better match hitboxing.
  • Orion Side Lance: Fixed a case where target could be dropped before the final hit. (Credit TheRealDespair)
  • Ada Neutral Blasters: Shots that hit a wall will now use the aerial spike behavior. Should fix some related drop cases.
  • Vraxx Neutral Lance: Fixed some cases where targets could be hit away from Vraxx and still affected by the grab behaviors.
  • Vraxx Down Lance: Fixed some cases where targets could be hit away from Vraxx and still affected by the grab behaviors.
  • Teros Neutral Hammer: Fixed some cases where targets could be hit away from Teros and still affected by the grab behaviors.
  • Diana Down Bow: Fixed some cases where targets could be hit away from Diana and still affected by the grab behaviors.
  • Diana Down Blasters: Diana's tether shot now functions as part of the grab. Should prevent some drops and other unintended behaviors. (Credit Juvar23, Master-Silver-Elite)
  • New Legend Rotation:
  • This week’s Legend Rotation features Thatch, Diana, Scarlet, Teros, Orion and Queen Nai.
  • Bug Fixes:
  • Fixed a bug where Control Bot would move both players.
  • Fixed a bug where Control Bot wouldn't work with controllers.
  • Fixed an animation bug where running off a platform wouldn't play the correct transition into the aerial animation, and would instead immediately and awkwardly freeze you in the aerial animation.
  • Fixed a bug where dodging into a wall would cause the dodge animation to face the wrong direction.
  • Fixed a bug in Open Striking where hitting the "Done Striking" button wouldn't always lock you in or show that you were done striking. This happened most frequently if you were the first player.
  • Fixed a bug with Position Reset where bots would teleport inside walls. Credit: Killakan
  • Fixed an issue keeping Roland The Hooded's Rocket Lance from color swapping correctly during some moves.
  • Fixed a bug in Custom Online where guests would always see timed as the game mode (whether it was correct or not) if the first time they opened the game settings menu was in another person's custom online game.

New in Brawlhalla 2.17.1 Beta (Jun 23, 2016)

  • New Cosmetics:
  • Wasteland Ada
  • Darkheart Blasters
  • Darkheart Spear
  • High Score! (KO Effect)
  • Combat Fixes:
  • Spear Ground Pound: Threat is now covered by a single constant Hitbox rather than flickering left-right Hitboxes.
  • Noncombat Hitboxes (generally used for ground determination) now only appear in the Powers Viewer, and are colored cyan.
  • Brought the Lance's tail closer to the player's center in the ground pound animation.
  • Lance Ground Pound: Adjusted animation to center ending location over lance thruster; Added some forward movement during startup to keep old threat; Adjusted Hurtboxes to better match animation.
  • Barraza Side Blasters: Fixed some cases where target could be dropped before the final hit.
  • Ember Side Katars: Fixed some cases where target could be dropped before the final hit. (Credit ThePredator89316)
  • Fixed a bug where Ground Pound powers could cancel on ground collision while off the edge of a platform. (Credit yeecI)
  • New Legend Rotation:
  • This week’s rotation features Ada, Bodvar, Ember, Jhala, Kor, and Sir Roland.
  • Bug Fixes:
  • Fixed a bug that could cause loss of control when interrupted out of a Sword Side Air hit. (Credit Paulix92, Kawaru92) (Note, this is likely the cause of the "lost control of character" bug.)
  • Fixed a bug that prevented gravity canceled taunts while holding a Gadget. (Credit Snowbrawl)
  • Fixed a bug where the "Done" button wouldn't show up when striking maps in Couch mode.
  • Fixed Mac support for the Wii U Pro controller.
  • Fixed a rare startup crash that could occur while trying to load a controller settings file that had been corrupted.

New in Brawlhalla 2.17 Beta (Jun 16, 2016)

  • New Skins:
  • Lion Rampant Roland
  • The Heavyweights (Gauntlets skin)
  • Photo Op (Taunt)
  • Server Migration Tonight After the Patch:
  • We’ve heard your complaints about server performance, and after a lot of investigation and deliberation we’ll be migrating our servers tonight. While that means some extended downtime, we’re aiming to have better networking performance for everyone afterwards. Thanks for your patience! See you on the flip side.
  • Four Hours Extended Server Downtime tonight (Est. June 15, 10:00 pm EDT - June 16, 2:00 am EDT)
  • Better networking performance in the future
  • Training Mode Update:
  • We’ve added some new features to the training room that will allow players to get even more out of their training time. If you’re a lab monster, scientist, or technician, you’ll be able to find all new kinds of strings and resets with the new ‘Dodge Out’ setting that will allow you to choose what direction bots dodge out of strings. We look forward to seeing what you all come up with!
  • Difficulty renamed to CPU.
  • Removed Dodge Out from CPU and made it its own setting.
  • Dodge Out can now do directional dodges and random.
  • New page labeled Bot Options 2.
  • Items are now equipped instead of spawned.
  • Added item option to bots.
  • Added Position Reset.
  • Community Request:
  • In Couch Party and Custom Online, the game will do a better job of not randomly picking the same map in consecutive games. It will only do this if Map Choosing is set to “Random” or if the “Random” map wins when Map Choosing is set to “Voting.” This will have no effect on any “Striking” modes.
  • Steam Launcher command -noskulls will remove the skulls from the bouncy bomb
  • Steam Launcher command -noskulls also turns off the skulls in shipwreck.
  • UI and Animation:
  • Changed start up animation on the Axe's Side Air so that it telegraphs better
  • Changed "confirm" button to "set region" button inside the region settings screen
  • Slight tweak to the tail orientation in the High Five Taunt animation so that it will support a wider variety of sidekick body types
  • Taunt icons incorporating sidekicks now scale to better fit the square icon space in the store and inventory
  • Redrew missing frames from the collectors KO fx animation.
  • Reduced opacity of the swooshes on the axe's recover animation so that the axe head would be easier to track
  • Controller Support:
  • Added PC support for Intsun T3
  • New Weekly Legend Rotation:
  • This week's Legend rotation features Asuri, Brynn, Cassidy, Koji, Lord Vraxx, and Ulgrim.
  • Bug Fixes:
  • Fixed a rare crash bug in custom lobbies involving a race condition with someone leaving.
  • Fixed a bug in Training Mode where spawned weapons were invisible until unpaused.
  • Fixed a bug where setting your region wasn't getting handled properly.
  • Fixed a bug that removed the back button to exit the game.
  • Fixed a highlighter issue in the Keybinds Screen.
  • Fixed a bug that could cause an incorrect Hurtbox to be displayed on the transition frame between animations when viewing Hurtboxes.
  • Fixed issue on mammoth fortress and potentially other maps where it would unload and reload parts of the map that weren't on screen for a while causing a performance spike.
  • Fixed a bug causing all controllers to stop being recognized on Mac
  • Fixed a rare crash when starting the game.
  • Fixed a bug where the color/skin picker would open onto a hero you don't own.
  • Fixed a bug causing Dark Matter Vraxx KO eye to not color swap correctly.
  • Fixed a bug in training mode where disabling/enabling items didn't properly update. (Credit Dobrien)
  • Fixed a bug that could incorrectly display fractional Damage when Show Damage is enabled. (Credit Luxcifer)
  • Game Balance:
  • Smaller list of balance changes this patch while we focus attention on Hurtbox polish and other fixes. With the introduction of Gauntlets and recent changes to dodge, the meta is shifting. So we’re still observing and collecting feedback before making any rash decisions. These ongoing changes should help cut down on the number of cases that leave players asking “Why did/didn’t that hit?!?” Enjoy!
  • Spear:
  • These changes should help lower Spear's dependency on the Neutral Light -> Chase Dodge Side Light -> Down Light -> Side Air string, which at 5 Startup and roughly 70 Damage felt a little too dominant on the kit. Lowering the stun on Neutral Light should create a window to jump out of a Side Light punish, and increasing Side Light's Force should lessen the Damage range where its full combo connects while making it more worthwhile to land in the red.
  • Spear Neutral Light: Reduced Stun Time from 19 to 16.
  • Spear Side Light: Increased Variable Force from 26 to 32.
  • Axe:
  • The Axe is getting some visual changes that should help make its attacks a little easier to read, as well as a small decrease in height to the Neutral Light to reduce some of the threat overlap between it and Down Light.
  • Axe Neutral Light: Slightly decreased Hitbox Height.
  • Axe Side Air: Changed animation to better telegraph power startup.
  • Axe Recovery: Reduced swoosh opacity to make the axe head's position easier to read.
  • Kor (and Gauntlets):
  • We're holding off on making any major changes to the Gauntlets until they've settled some in the meta. From what we've seen, Kor's performing slightly better than anticipated at low levels of play, but performs at or slightly lower than expected after that. We’re going to continue keeping an eye on him as players continue to learn the matchup. For now, we've made a visual change to make it clearer when Kor's Side Gauntlets starts charging, and slightly decreased its Force.
  • Kor Side Gauntlets: Decreased Variable Impulse from 54 to 53; Changed the starting point of the charge animation to better telegraph the start of the power.
  • Cassidy:
  • Cassidy Neutral Blasters was one of the first Signatures we ever made, and it shows in the hitboxing. We've made a rehitboxing pass and increased the Damage some by ensuring that there aren't strange edge cases where it can do 38 Damage.
  • Cassidy Neutral Blasters: Rehitboxed to better match animation; Increased Damage from 15 to 19; In the rare event where both shots would land, the second will not be treated as a hit.
  • Vraxx:
  • Vraxx's Neutral Lance on hit behavior extended a few frames into the miss animation before transitioning into the hit animation. There are still some slightly jarring aspects to the transition that we'll have to address in a later patch, but this shouldn't have any significant balance implications.
  • Vraxx Neutral Lance: Adjusted animation to match Hitbox timing; Total power duration on hit decreased from 87 to 83.
  • Asuri:
  • Asuri's Neutral Sword can be a little awkward to land so we've cut down some of its long startup time for a decreased Force reward.
  • Asuri Neutral Sword: Decreased Time to Hit from 26 to 24; Decreased Variable Force from 59 to 58.
  • Ulgrim:
  • Most Axe characters compensate for the low mobility of the base kit by having a decent amount of travel to their Side Signature. Ulgrim's close-in Side Axe made him feel comparatively static, so we've increased the leap distance on his first swing in exchange for some Damage.
  • Ulgrim Side Axe: Increased distance traveled before first swing; Slightly increased Hitbox width of first swing towards Ulgrim; Reduced Damage from 28 to 24.
  • Azoth:
  • Though lethal, the long startup time on Azoth's Side Axe makes it a little too easy to evade.
  • Azoth Side Axe: Decreased Time to Hit from 29 to 27.
  • Fixes:
  • Cassidy Neutral Blasters: Adjusted Hurtboxes to better follow animation.
  • Orion Neutral Spear: Adjusted Hurtboxes to better follow animation.
  • Vraxx Neutral Blasters: Adjusted Hurtboxes to better follow animation.
  • Vraxx Neutral Lance: Adjusted Hurtboxes to better follow animation.
  • Vraxx Down Lance: Adjusted Hurtboxes to better follow animation.
  • Nai Down Katars: Adjusted Hurtboxes to better follow animation.
  • Hattori Neutral Sword: Updated Hurtboxes to better follow animation.
  • Hattori Side Sword: Updated Hurtboxes to better follow animation.
  • Hattori Down Sword: Updated Hurtboxes to better follow animation.
  • Roland Neutral Lance: Updated Hurtboxes to better follow animation.
  • Roland Side Lance: Updated Hurtboxes to better follow animation.
  • Roland Neutral Sword: Updated Hurtboxes to better follow animation.
  • Scarlet Down Hammer: Updated Hurtboxes to better follow animation.
  • Sentinel Neutral Hammer: Updated Hurtboxes to better follow animation.
  • Sentinel Side Katar: Updated Hurtboxes to better follow animation.
  • Teros Side Hammer: Updated Hurtboxes to better follow animation.
  • Brynn Neutral Spear: Updated Hurtboxes to better follow animation.
  • Brynn Side Spear: Updated Hurtboxes to better follow animation.
  • Brynn Side Axe: Updated Hurtboxes to better follow animation.
  • Ember Down Bow: Updated Hurtboxes to better follow animation.
  • Azoth Neutral Axe: Updated Hurtboxes to better follow animation.
  • Azoth Side Axe: Updated Hurtboxes to better follow animation.
  • Azoth Down Axe: Updated Hurtboxes to better follow animation.
  • Cassidy Neutral Hammer: Changed animation timing to better match Recover Time.
  • Orion Neutral Spear: Changed animation timing to better match Hitboxes and Recover Time.
  • Orion Side Spear: Adjusted animation timing to better match Hitboxes.
  • Vraxx Neutral Blasters: Adjusted animation timing to better match Hitboxes.
  • Vraxx Side Blasters: Adjusted animation timing to better match Hitboxing.
  • Vraxx Neutral Lance: Adjusted animation timing to better match Hitboxes and Recover Time.
  • Hattori Side Sword: Changed animation timing to better match Recover Time.
  • Roland Neutral Sword: Changed animation timing to better match Recover Time.
  • Scarlet Down Hammer: Changed animation timing to better match Recover Time.
  • Sentinel Neutral Hammer: Changed animation timing to better match Recover Time.
  • Sentinel Side Katar: Changed animation timing to better match Recover Time.
  • Sentinel Down Katar: Changed animation timing to better match Recover Time.
  • Brynn Side Axe: Changed animation timing to better match Recover Time.
  • Ulgrim Side Axe: Changed FX timing to match animation/hitboxes.
  • Gnash Down Hammer: Adjusted animation timing to better match Hitboxing and Recover Time.
  • Azoth Neutral Axe: Adjusted animation timing to better match Recover Time.
  • Sword Side Air: Fixed some cases where target could be dropped before the final hit.
  • Fixed a bug affecting which powers treat soft platforms as a collision. (Credit: Zeloxory)
  • Fixed a bug that could cause an incorrect Hurtbox to be displayed on the transition frame between animations when viewing Hurtboxes.

New in Brawlhalla 2.16.3 Beta (Jun 14, 2016)

  • Client Performance Improvements:
  • We've made some small adjustments that should improve performance issues for various players. Let us know if things feel better for you!
  • Client performance improvements:
  • New Legend Rotation
  • Ada:
  • Weapons: Blasters & Spear
  • Stats: 6/7/3/6
  • Details: http://wiki.brawlhalla.com/w/Ada
  • Diana:
  • Weapons: Blasters & Bow
  • Stats: 5/6/5/6
  • Details: http://wiki.brawlhalla.com/w/diana

New in Brawlhalla 2.16 Beta (Jun 2, 2016)

  • New Legend and Weapon:
  • We’re very excited to be releasing Gauntlets and our new Legend Kor today! Gauntlets are a fast, close range, high speed, low damage weapon that lends itself well to players who prefer rushdowns and mixups. We’re really excited to see what the community will be able to do with this new weapon, (Post those GIFs!) and hope that everyone will have fun with this new addition the weapon arsenal of Brawlhalla.
  • Gauntlets have arrived!
  • Kor the Golem is now available to play!
  • Weapons: Gauntlets & Hammer
  • Stats: 6/5/7/4
  • Dodge Changes:
  • We’re making a few adjustments this patch to help distinguish between chase dodges (dodges performed at full velocity) and regular dodges. The aim is to create a better balance between offense and defense, instead of encouraging people to play it safe at all times. These changes should allow for more bursts of strings and exchanging blows, while preventing situations where players are encouraged to dodge and retaliate instead of initiate.
  • Grounded Spot Dodge no longer cancelable after the 16th frame (Previously 20th frame).
  • Aerial Spot Dodge no longer cancelable after the 18th frame (Previously 20th frame).
  • All dodges (except chase dodge) have 2 frames before you can attack after the dodge is completed.
  • All Directional (except chase dodge) increased duration from 16 frames to 22 frames, and slowed to compensate (slightly less distance than before)
  • All ground dodges (except chase dodge) have an increased cooldown from 50 frames to 60 frames.
  • Art / UI:
  • Main menu tiles have been introduced
  • Store and Legends options have been moved into the main menu
  • User account screen has been moved into the top-right corner menu
  • Region settings have been moved from the account menu to options menu
  • "/" Command has been added to the keybindings screen for keyboard users
  • The "/" command can be rebind to another key. Conversely, the "/" key can now be rebinded.
  • Inventory and Replay screens have been moved out of the old user account screen and into the account drop down options in the top-right corner menu
  • Chat is now hidden while watching a replay.
  • Adjusted transformation on the torso of Hammer's Run and Ready animations to better support Kor's art. Should not have a noticeable affect on other legends
  • Controller Support:
  • You can now edit the Back/Select and Start buttons on controllers.
  • You can now bind Show Names, Pause, and Taunt 1-4 to any available button on a controller.
  • You can now disable taunts on the right stick.
  • Mac support for Wii U Pro controller
  • Added PC support for Pokken controller
  • Updated PC support for HORI Pokken Tournament Pro Pad Limited Edition Controller for Nintendo Wii U
  • Balance Changes:
  • Gadgets:
  • The point blank throw with an explosive is devastatingly lethal and can be very difficult to avoid. We've giving thrown bombs and mines some scaling to lower their lethality at close range. Mines have also gotten a slight decrease in Force to decrease the amount of early deaths off of setups.
  • Bouncy Bomb: Force scales similarly to thrown weapons, decreasing Force at point blank range.
  • Proximity Mine: Force scales similarly to thrown weapons, decreasing Force at point blank range; Decreased thrown Variable Force from 50 to 45; Decreased armed Variable Force from 80 to 75.
  • Unarmed:
  • Using the quick startup and large hitboxes of thrown weapons to combo into the Unarmed Neutral is a little off in risk/reward. We've lowered the Damage some, but sped up the startup on the Unarmed's Side Air.
  • Unarmed Neutral Light: Decreased Damage from 25 to 18.
  • Unarmed Side Air: Decreased Time to Hit from 16 to 15.
  • Spear:
  • There's been a lot of debate regarding the Spear's Down Light. We've lowered its damage slightly to put it more in line with other combo starters, and made its hitboxing require more precision. The hurtboxes clear the ground more quickly to lean into its evasive properties but offer less protection against antiair attacks and Side Airs when read.
  • Spear Down Light: Moved swoosh closer in and decreased Hitbox sizes; Decreased Damage from 14 to 12; Adjusted Hurtboxes to more closely follow animation.
  • Blasters:
  • The increase to Recover Time on the Blasters Side Light that accompanied its increase in range doesn't seem to be warranted. We've dialed it back down slightly.
  • Blasters Side Light: Decreased Recover Time on miss from 12 Fixed 10 Variable to 11 Fixed 10 Variable.
  • Vraxx:
  • We're moving some power from Vraxx's extremely high damage Neutral Lance to bolster the underwhelming damage of his Side Lance.
  • Vraxx Neutral Lance: Decreased Damage from 40 to 36.
  • Vraxx Side Lance: Increased Damage from 21 to 26.
  • Thatch:
  • While we're careful to keep Thatch's ability to create cannonballs in check, the startup time of his Down Blasters was oppressively long and has been decreased.
  • Thatch Down Blasters: Decreased Time to Hit from 32 to 29.
  • Brynn:
  • We're giving Brynn's Side Spear more ability to contest other high priority attacks to help counterbalance its punishing Recover Time.
  • Brynn Side Spear: Increased Hitbox size to extend slightly farther forward.
  • Fixes:
  • Vraxx Side Lance - Fixed a case where target could be dropped before the final hit.
  • Lucien Side Katars - Fixed a case where target could be dropped before the final hit.
  • New Legend Rotation:
  • This week’s Legend rotation features Barraza, Bodvar, Brynn, Ember, Scarlet, and Sir Roland!
  • Bug Fixes:
  • Fixed a bug that caused Killstreaks to continue through a Suicide KO.
  • Fixed a bug where refunding a KO effect would result in consuming a refund, but not actually refund it. Affected players have had their refund amount adjusted.
  • Fixed a bug where the blue team bots were worse than red team bots in Brawlball.
  • Fixed a bug where saving a custom binding for a controller would save it only for that type of controller (correct behavior), but would update the bindings for all controllers, not just controllers of the same type (incorrect behavior). It will now only update bindings for controllers of the same type.
  • Fixed saving of light attack for pickup for controllers
  • Fixed crash when using motd or officer command without being in a clan.
  • Fixed a bug that caused people to lose their old custom controller mappings. This will no longer happen, but people who already lost their old mappings won't get them back without redoing them.
  • Fixed a bug causing Dark Matter Vraxx KO eye to not color swap correctly.

New in Brawlhalla 2.15 Beta (May 26, 2016)

  • New Feature - Clans:
  • You’ve been asking for them and now you’ve got them! Create, organize, name, join, chat, and have a blast with your friends. Try out our first installment of Clan features and let us know what you think while we plan the next round of improvements.
  • Create and name your Clan:
  • Invite from Friends List or Lobby
  • Promote/Demote: Recruit, Member, Officer, Leader
  • /c Clan chat
  • /o Officer chat
  • /motd Message of the Day (officers and higher)
  • Earn Clan XP to increase Clan levels and grow roster limit
  • Easily join/spectate games of your fellow clanmates
  • New Skins:
  • Pteranodon Gnash - Whatever you do, don't tell him it doesn't actually make him fly.
  • Cinderguard Brynn - The Valkyrie notion of firefighters is a little… different.
  • Ammit (Sidekick) - No one takes care of you better than your own mummy.
  • UI Improvements:
  • Room number inside character select now correctly draws over the roster icons.
  • Chatbox base has been darkened for legibility.
  • Pick Up with Light Attack is now saved separately for keyboard and each type of controller (any players using the same type of controller will still share the setting for the time being). Your old Pick Up with Light Attack preference will still be saved for your keyboard/mouse and for any controllers you plug in during your first session after downloading this patch.
  • Gameplay:
  • Grey and Community colors are now conflicting colors in 2v2 matchmaking.
  • New test feature: If you cancel a chase dodge into an attack you will stay invulnerable until a hitbox comes out.
  • Controller Support:
  • PC support for Xiaomi Bluetooth Gamepad
  • Bug Fixes:
  • Fixed a bug where if a spectator was still on the end of game scoreboard screen when the group went into level select, their UI would bug out.
  • The Controls screen will no longer hide duplicate Xbox 360 controllers, but changing the bindings for one will still change the bindings for all of them. This change addresses an old bug that never really hid duplicate controllers correctly and could also lead to showing and editing the bindings for the wrong controller.
  • Fixed a bug that was preventing the rendering system from freeing a portion of memory (was worst in 8 player games).
  • New Legend Rotation:
  • This week's rotation features Asuri, Cassidy, Gnash, Koji, Lord Vraxx, and Queen Nai!
  • Asuri:
  • Weapons: Katars & Sword
  • Stats: 4/7/5/6
  • Cassidy:
  • Weapons: Blasters & Hammer
  • Stats: 6/8/4/4
  • Gnash:
  • Weapons: Hammer & Spear
  • Stats: 7/3/5/7
  • Koji:
  • Weapons: Bow & Sword
  • Stats:5/8/4/5
  • Lord Vraxx:
  • Weapons: Rocket Lance & Blasters
  • Stats:4/8/4/6
  • Queen Nai:
  • Weapons: Spear & Katars
  • Stats: 7/4/8/3
  • Details: http://wiki.brawlhalla.com/w/Queen_Nai

New in Brawlhalla 2.14 Beta (May 19, 2016)

  • New Skins, and KO Effects:
  • Party Time KO Effect - Knockouts used to be a cause for celebration. Now they are a celebration.
  • Shadowstalker Diana - It’s the monsters who should be afraid of the dark.
  • Supreme Ruler Vraxx - His Galactic Excellency, Eternal Glorious Conqueror, Peerless Great General, Alien of Deeds.
  • Knockout Effects category has been added to the store!
  • Removed Salute Taunt from the Store (Thank you to everyone who purchased the Salute taunt to support Stack Up!)
  • New Gamemode - Dodgebomb:
  • There is only one rule to Dodgebomb: Dodge the bombs. Also we’ve heard that ground pounds have a distinct tactical use in this perilous game of explosions, platforms, and glorious KOs. Good luck have fun!
  • Added a mini Game mode "Dodgebomb" to the game.
  • Map Choosing (stage striking) in Custom Lobbies:
  • Map striking is a standard component of most online tournaments, and now there is official UI support for it in game. In your lobby settings you will now be able to choose what type of map striking to use. We’re looking forward to seeing this used during weekend tournaments and getting your feedback so we can continue to improve this feature!
  • Map striking option now available in custom lobbies under ‘Map Choosing’
  • Three variants of striking are available
  • Turns Striking - Players alternate striking until one map remains
  • Snake Striking - Players alternate banning maps until one map remains. First pick eliminates 1 map, remaining picks eliminate 2 maps until the final map is selected.
  • Open Striking - Players can determine their own striking method and order during the striking process.
  • Spectators now get to watch the map choosing process.
  • UI Improvements:
  • Lore button has been moved into the top bar on the main menu
  • Bug report has been moved from the main menu screen into the options drop down in the corner menu bar
  • Match preview screen will now center all the player previews
  • Jhala's bot name has been changed from “Jhalbot” to “Jhalatron.”
  • Diana’s bot name has been changed from “Diborg” to “Diandroid” (credit: Dobrein).
  • When viewing the purchase prompt for a Legend, Skin, or Color in the store, the legend now waits for the window to finish opening before playing the select animation.
  • Damage Done and Damage Taken are now shown on the podium (damage done only counts non-team/self damage).
  • Gameplay:
  • Decreased the window for performing a ledge cancel with a heavy attack by 50% in order to decrease the frequency with which accidental ledge cancels occur when trying to do a quick ground pound off the side of The Great Hall or Twilight Grove. Light attacks are unaffected.
  • Controller Support:
  • Fixed PC support for Mayflash Arcade Stick
  • PC support for Genius MaxFire G-08XU
  • Art / Animation:
  • Tweaked a shoulder in Koji's character select animation so that it would connect with his arm better in his Tengu skin
  • Adjusted swooshes on Sword Neutral to better show when power is not hitting.
  • Removed the swoosh on an early frame of the Spear Down Light that was not hitboxed to help clarify when it was hitting better
  • Adjusted impact SFX for Bow Down Air and Bow Down Light to better show when power is hitting.
  • Bug Fixes:
  • Fixed bug causing taunts to not correctly play their animations in the store when changing pages
  • Fixed a bug where all bots in custom online games would get set to easy difficulty after the game started, regardless of what difficulty they were set to at the character select screen.
  • Fixed a bug where spectating a friend who is spectating returns a privacy error when it shouldn't.
  • Balance:
  • Smaller balance patch this week so we can devote more time to getting the Gauntlets ready for launch next week!
  • Unarmed:
  • The Down Air has become a little too dominant in Unarmed play. While priority stays as strong in the direction of travel, we've dialed down how far the Hitboxes extend in other directions to make it require some extra precision.
  • Unarmed Down Air: Reduced how far Hitboxes extend above and behind the user to focus threat on the forward leg.
  • Lance:
  • Lance can get into situations where it relies too heavily on a single air attack. We've added a small pause when throwing out Neutral Airs to control space, and have slowed the Down Air's startup in exchange for some extra stun advantage into the ground kit, especially for lower Dex Legends. We're also increasing the distance traveled when Dodge Canceling the Down and Neutral Lights, both to incentivise mixing up ground approaches and test whether buffing Dodge Cancel approaches has any noticeable impact on aggressive play.
  • Lance Neutral Light: Carries forward momentum farther into the Hit Window when Dodge Canceled.
  • Lance Down Light: Carries forward momentum farther into the Hit Window when Dodge Canceled.
  • Lance Neutral Air: Increased Recover Time on miss from 7 Fixed 15 Variable to 9 Fixed 15 Variable.
  • Lance Down Air: Increased Time to Hit from 11 to 12; On ground hit - Increased Stun Time from 17 to a range between 19 and 18, changed Recover Time from 14 Variable to 9 Fixed.
  • Blasters:
  • The Down Air receives a small decrease in damage to offset its frequency of string follow ups. The Side Light is getting pushed farther forward to make the ground options more distinct in threat, and is getting some increased Recover Time on miss in exchange for its increased range.
  • Blasters Down Air: Decreased Damage from 22 to 19.
  • Blasters Side Light: Hitbox moved farther forward but remains the same size; Increased Recover Time on miss from 12 Fixed 7 Variable to 12 Fixed 10 Variable.
  • Spear:
  • The Spear is pulling slightly ahead of its peers in performance. We're pulling back on some of the power and safety of its close-range tools to help shape the Spear as a weapon that's more dangerous at the pointy end.
  • Spear Neutral Air: Decreased Damage from 18 to 14.
  • Spear Down Light: Increased Recover Time on miss from 1 Fixed 27 Variable to 5 Fixed 26 Variable.
  • Axe:
  • The Axe's changes this time are focused on fixing a few cases that feel off when playing against it. The Side Air's stacked hitboxes have been pulled in slightly to prevent some cases of hitting targets entirely behind it, and a little of the punishing Recover on miss has been shaved off. The way the Recovery was set up before to spike on the final five frames of the Hit Window would often feel random. We're changing the direction of Force to rely on the target's positioning, which introduces more opportunity to spike but should make it more intentional. Force on the later frames has also been reduced.
  • Axe Side Air: Decreased how far Hitboxes extend inward toward user; Decreased Recover Time on miss from 4 Fixed 29 Variable to 4 Fixed 26 Variable.
  • Axe Recovery: Direction of Force is now based on where the target is in relation to the user rather than which frame connects; Decreased Force on the last 5 frames of the Hit Window from a range between 38 and 30 to a range between 34 and 26.
  • Gnash:
  • Our recent change removing the instant Recover Time on Gnash's Down Hammer removed some situational uses for the move beyond what was needed for balance. We've added back the former time in the event of a hit.
  • Gnash Down Hammer: When ending in the air, decreased Recover Time on hit from 14 to 2.
  • Sir Roland:
  • Roland's Side Sword is getting a small bump to its short Recover Time.
  • Roland Side Sword: Increased Recover Time from 13 to 14.
  • Sentinel:
  • Sentinel's Down Hammer has an unusually high Force for a retreat signature, especially one with its long range.
  • Sentinel Down Hammer: Decreased Variable Force from 59 to 56; Decreased Fixed Force from 75 to 70.
  • Teros:
  • Teros's Side Axe is often a source of frustration for those not familiar with the power behind the attack, so we’ve dialed it down slightly.
  • Teros Side Axe: Decreased Variable Force from 65 to 63.
  • Orion:
  • Orion's Side Lance has felt a little too weak for some time now, despite being the longest-range Lance dash. We've compressed the duration of the move to reach the higher priority frames sooner and hold them longer, and given a boost of speed toward the end of the charge.
  • Orion Side Lance: Reduced Hit Window during charge from 25 to 20; Increased Hit Window of final thrust from 7 to 10; Increase speed from a range between 52 and 69 to a range between 52 and 88.
  • Drop Fixes:
  • Fixed some bugs where a multihit power from underneath a soft platform would bounce rather than carrying correctly. Should fix several drop cases including Ulgrim Neutral Axe. (Credit Andaya_)
  • Spear Neutral Light: Fixed a case where target could be dropped at high speed in the opposite direction. (Credit TheBleachShadow, Twilightbh)
  • Blasters Neutral Light: Fixed some cases where target could be dropped before the final hit. (Credit Ephi)
  • Vraxx Side Blasters: Fixed some cases where target could be dropped before the final hit.
  • Lucien Side Katars: Fixed some cases where target could be dropped before the final hit.
  • New Legend Rotation:
  • This week's rotation features Ada, Jhala, Lucien, Orion, Teros, and Ulgrim!
  • Ada:
  • Weapons: Blasters & Spear
  • Stats: 6/7/3/6
  • Jhala:
  • Weapons: Sword & Axe
  • Stats: 7/7/3/5
  • Lucien:
  • Weapons: Katars & Blasters
  • Stats: 3/5/6/8
  • Orion:
  • Weapons: Rocket Lance & Spear
  • Stats:4/6/6/6
  • Teros:
  • Weapons: Axe & Hammer
  • Stats:8/3/6/5
  • Ulgrim:
  • Weapons: Rocket Lance & Axe

New in Brawlhalla 2.13.3 Beta (May 12, 2016)

  • New Skins:
  • Cutting Edge Hattori
  • Steam Sentry Scarlet
  • Apprentice Ulgrim
  • The Shade (Sidekick)
  • Salute Taunt is Available This Week:
  • Get a sweet taunt and support a great cause while doing it!
  • This week only, the Salute Taunt will be available in Mallhalla with all proceeds going directly to military video game charity Stack Up. Stack Up supports US, NATO and ANZAC active duty servicemembers and veterans through care packages filled with video gaming and nerd goodness sent to combat zones, humanitarian missions, military hospitals and more. The Salute Taunt is our way of supporting their Call to Arms fundraising drive that started last weekend with hundreds of gamers helping to raise money for this awesome nonprofit.
  • New Legend Rotation:
  • This week’s rotation features Bodvar, Brynn, Diana, Queen Nai, Sentinel, and Sir Roland
  • Bödvar:
  • Weapons: Sword & Hammer
  • Stats: 6/6/5/5
  • Brynn:
  • Weapons: Axe & Spear
  • Stats: 5/5/5/7
  • Diana:
  • Weapons: Blasters & Bow
  • Stats: 5/6/5/6
  • Queen Nai:
  • Weapons: Katars & Spear
  • Stats: 7/4/8/3
  • Sentinel:
  • Weapons: Hammer & Katars
  • Stats: 5/4/7/6
  • Sir Roland:
  • Weapons: Sword & Rocket Lance
  • Stats: 5/5/8/4

New in Brawlhalla 2.13.1 Beta (May 5, 2016)

  • New Skins:
  • Tengu Koji - Ka kaw! Ka kaw!
  • Swashbuckler Asuri - Seven seas, nine lives. Plenty of time.
  • Darkheart Katars - Every nightmarishly twisted blade has its thorns.
  • Darkheart Hammer - We know not from whence it came, but in the quiet hours, it whispers of smashing.
  • Test Maps - Danger Zone:
  • We’ve made a few adjustments to the Danger Zone test map and are looking for continued feedback from our players before fully implementing it. Let us know what you think!
  • The side platforms on Danger Zone now have a lower peak and a higher valley.
  • Removed the majority of chains in the Danger Zone map background.
  • Balance Improvements:
  • Sword:
  • Sword Neutral Light has a very old hitboxing that no longer matches how our powers get hitboxed. Updating it to correctly extend Hit Windows to match the animation made it a little too strong, so we've dialed back some of its overhead coverage.
  • Sword Neutral Light: Extended Hit Window on first swing from 1 to 3; Extended Hit Window on second swing from 1 to 6; Extended Hit Window on third swing from 1 to 4; Decreased Hitbox Height, especially on the second swing; Recover Time on Hit changed from 24 Variable to 2 Fixed 19 Variable; Recover Time on Miss changed from 10 Variable to 15 Variable.
  • Spear:
  • Spear Neutral Light's combination of speed, coverage, and mixup potential with the Down Light makes approaching the Spear very difficult. We've made it slightly slower and more precise to leave more room to approach it, while making the Spear's own grounded approach a little faster.
  • Spear Neutral Light: Increased Time to Hit from 4 to 5; Decreased Hitbox size on the first three frames of the Hit Window to match the smaller hitboxes after them.
  • Spear Side Light: Decreased Time to Hit from 14 to 13.
  • Hammer:
  • Hammer Neutral Light is tied for the fastest startup in the game and is now taking Spear Neutral Light's place at 4 Time to Hit as that moves to 5. The Down Air is a little too safe to repeatedly fish with from overhead, and has gotten a combination of Cooldown and Recovery on miss. While Hammer Recovery is a very strong move, its extremely low Damage can make landing it in some situations give almost no reward. It has received a minor Damage increase.
  • Hammer Neutral Light: Increased Time to Hit from 3 to 4.
  • Hammer Recovery: Increased Damage from 10 to 12.
  • Hammer Down Air: Increased Recover Time on miss from 1 fixed 13 variable to 1 fixed 17 variable; Increased Cooldown Time from 5 to 10.
  • Blasters:
  • Blasters Recovery has some unique properties that make it ideal for disengaging on a miss. We've decreased steering acceleration in the later phases of the power to limit how far one can retreat after committing to an attack.
  • Blasters Recovery: Decreased steering acceleration after the initial kick from 100% to 80%. Decreased backward acceleration during Recovery Time from 100% to 70%.
  • Katars:
  • This is primarily a cosmetic fix to address a mismatch between animation and hitboxing. It should have fairly minor implications for gameplay.
  • Katar Neutral Light: Compressed and hitboxed an animation frame that read as active, increasing the Hit Window of the first slash from 5 to 6.
  • Bow:
  • In fixing issues related to Bow hitboxing, a few Hit Windows have increased to accurately match the moment arrow fx start to dissipate. The Bow still has a few remaining cases that would require similar treatment, but we're addressing a few cases at first to measure how strongly they affect Bow's balance.
  • Bow Side Light: Decreased Recover Time on Miss from 2 Fixed 17 Variable to 1 Fixed 17 Variable.
  • Bow Down Light: Increased Hit Window from 4 to 5.
  • Bow Down Air: Increased Hit Window from 4 to 5.
  • Vraxx:
  • Vraxx's Down Blasters have both low Damage and Force for a signature, and is getting a slight increase.
  • Vraxx Down Blasters: Increased Damage From 20 to 22; Increased Variable Force from 45 to 46.
  • Queen Nai:
  • Nai's Side Katar is an extremely potent tool for early knockouts, and a common source of complaints. We've dialed back its Force slightly.
  • Nai Side Katar: Decreased Variable Force from 63 to 61.
  • Hattori:
  • Hattori's Neutral Sword has a lot going for it. Very low Recover Time, can be comboed out of the Sword Down Light, and unusually high Force for Hattori and for a spike. We've decreased this last part.
  • Hattori Neutral Sword: Decreased Variable Force from 61 to 57.
  • Lucien:
  • We haven't seen much of Lucien lately, after some aggressive reductions to him several patches ago. He's getting a couple of small buffs.
  • Lucien Side Blasters: Decreased Time to Hit from 18 to 17.
  • Lucien Neutral Katars: Increased Variable Force from 46 to 48.
  • Ulgrim:
  • Ulgrim is the least used legend at all levels. We're starting with some conservative speeding up of his Down Lance Recover Time to allow for easier punishes.
  • Ulgrim Down Lance: Decreased Fixed Recover Time on miss from 34 to 31.
  • Ember:
  • Ember is notorious for her strong Katar signatures and weak Bow ones. We've shifted some power from one set to the other.
  • Ember Side Bow: Decreased Time to Hit from 17 to 15; Slightly Increased Hitbox size of the wolf bite.
  • Ember Down Bow: On the aerial version of the shot - Extended Hit Window from 9 to 10, Adjusted Hitboxes to follow the arrow shot more closely and extend farther downwards, Increased Damage from a range between 22 and 16 to a range between 24 and 19, Force falls off more slowly during the Hit window; On the ground version of the shot - Increased Damage from 22 to 24.
  • Ember Down Katars: Increased Recover Time from 17 to 19.
  • Diana:
  • Diana's Down Bow seems awfully fast at first, but spends a few frames at a very small hitbox size before starting to bloom to its full threat.
  • Diana Down Bow: Decreased Time to Hit from 14 to 13.
  • Gnash:
  • Gnash's Down Hammer had almost no Recovery whatsoever when performed off of a ledge. We've increased this slightly.
  • Gnash Down Hammer: If no ground collision - Increased Recover Time from 2 to 14.
  • Thatch:
  • Thatch's Neutral Blasters leads off with a very small, precise Hitbox that makes it difficult to land with its slower Time to Hit. We've sped it up some.
  • Thatch Neutral Blasters: Decreased Time to Hit from 19 to 16.
  • Timing / Hitboxing Fixes:
  • For this patch, we've decided to cut back on the number of large balance changes and focus more on auditing the game's hitboxing. There's still plenty to go, but we've hopefully made some small progress in fixing places where animation and hitboxes are ambiguous or misaligned. Any adjustments that resulted in gameplay changes should be listed above. Thanks to Dobrein for reporting many of the issues fixed in this list.
  • Unarmed Neutral Air: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Unarmed Down Air: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Unarmed Neutral Heavy: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Unarmed Side Heavy: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Sword Neutral Air: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Sword Neutral Light: Fixed a timing issue with the animation that caused it not to match hitbox timing; Swoosh fx adjusted to read less ambigiously like hitboxes during dissipation.
  • Lance Side Light: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Lance Side Air: Fixed a timing issue with the animation that caused it not to match hitbox timing; Removed an animation frame of unhitboxed startup that could read as part of the hit window.
  • Lance Recovery: Fixed a timing issue with the animation that caused it not to match hitbox timing; On Exhausted version: Better matched animation of standard power to replace a startup that looked like it should be hitboxed.
  • Lance Down Air: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Hammer Side Light: Removed an animation frame of unhitboxed follow through that could read as part of the hit window.
  • Spear Neutral Light: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Spear Down Light: Fixed a timing issue with the animation that caused it not to match hitbox timing; Removed an unhitboxed frame of swoosh fx.
  • Spear Neutral Air: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Spear Side Air: Removed an animation frame of unhitboxed follow through that could read as part of the hit window.
  • Katar Side Light: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Katar Down Air: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Katar Recovery: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Bow Side Light: Fixed a timing issue with the animation that caused it not to match hitbox timing during the bow swing.
  • Bow Down Light: Fixed a timing issue with the animation that caused it not to match hitbox timing; Adjusted explosion fx to better match hitbox timing.
  • Bow Neutral Air: Fixed a timing issue with the animation that caused it not to match hitbox timing during the bow swing.
  • Bow Side Air: Fixed a timing issue with the animation that caused it not to match hitbox timing.
  • Bow Down Air: Fixed a timing issue with the animation that caused it not to match hitbox timing; Adjusted explosion fx to better match hitbox timing.
  • Bow Recovery: Adjusted final grab position of target to fix some jitter in target location.
  • Drop Fixes:
  • Vraxx Side Lance: Fixed a case that could cause the target to be dropped before the final hit. Credit: JimBenDoto
  • Brynn Side Axe: Fixed a case that could cause the target to be dropped before the final hit. Credit: Skroyan
  • New Legend Rotation:
  • This week’s legend rotation features Asuri, Barraza, Cassidy, Gnash, Koji, and Orion.
  • Bug Fixes:
  • Fixed crash that would happen occasionally when joining custom lobbies.
  • Fixed bug causing your characters rating change to not correctly update when viewing the elo change screen.
  • Fixed a display bug where the legend tier/notches were showing the wrong value.
  • Fixed a bug that caused strikeout to ignore blind pick mode, showing hero choices.
  • Fixed a bug where your selection would show up in the party menu on the left in blind pick.
  • Best Elo Rating is now properly displayed.
  • The value under "Best Legend" now correctly displays your best legend's current rating instead of best legend's best all time rating.
  • Fixed a bug where accessing the store from the training room would incorrectly show that you owned all of the sidekicks.
  • Fixed incorrect colors on Barraza's base and Toxic hands.
  • Fixed a bug where if your controller disconnected mid-game your legend would continue running in the last direction you were holding when you disconnected. They will now stop moving.
  • Fixed a bug where a player could unselect their character right as the host was starting the game which could result in a client crash.