The same concept can be applied to both sword and rocket lance combos. Afterwards you need to roll your inputs and it no longer becomes a true combo, but is still pretty reliable for the kill. It requires very precise timing, however the instant SAir input means you don't need to time your attack after you jump anymore. True Spear combo - Spear is probably the hardest weapon to combo with at the moment. It's the same inputs just heavy instead of light. Also make sure when the opponent is in red health you swap NAirs for recoveries. Getting this combo down consistently alone can get you into a higher league. This is probably the biggest mistake i see Silver/Gold players doing. Using the diagonals guarantees a NAir instead of the SAir. Here is a few examples of how they can be implemented.įar slide into NAir, Close slide into NAir - Depending on where you hit the slide you may need to adjust your position. Using a combination of diagonals and instant airs you can land your combos more consistently. Go to the training room and practice practice practice. You should really explore all the options your weapon set has to see if there is anything useful you can incorporate into your play. These are just a few examples of how you can incorporate diagonals and instants. A lot of the instant recoveries and instant NAirs are quicker than signatures so you should look into incorporating some in your play. Turn around instant Recovery - One of the best anti-air option katars have until they get their unique signatures. Walk forward instant Ground Pound - Excellent tool for edge guarding, comes out really quick so it is much harder to react to than regular jump up ground pounds. Makes you feel like an action movie hero. Comes out faster than the release method. Turn Around Down - Same concept as the turn around neutral. It can be the difference between getting your stabby stabby on or taking a rocket lance up the butt. Turn Around Neutral - This is the faster method of turn around neutral, while you can do the turn around and release method this one comes out ever so slightly faster. Walk Forward Down - Similar concept to the walk forward neutral. You can also use it for using neutral specials when running forward. It's excellent when used by the spear, sword, guns and rocket lance. Walk Forward Neutral - This is a great tool for advancing forward whilst protecting yourself with a flurry of hit boxes. I will be using Xbox notation for the inputs (A = Jump, X = Light, B = Heavy). At the end of the day it's up to you which method you prefer. Whilst you can use the up/center inputs for neutrals, these methods require less directional change in your input and can lead to more consistent/faster results. Now that we have the basics covered we can move on to the fun stuff.Īll of the techniques explained here will be using the diagonal input shortcuts for neutral/down attacks. TL DR press both jump and the desired air move at the same time and it will come out instantly. There are two more basic techniques known as the roll technique, where you roll your thumb to press A then X in quick succession, and the instant air technique which i covered extensively in this post. Take note of the diagonal inputs for neutral and down because i will be referring to them extensively in the advanced input section bellow. Here is a visual representation of what attack comes out depending on which of the 8 directions you push. This gives us a total of 12 attacks for each weapon set. There are 3 directions for each attack(neutral, down, side), 2 types(light, heavy/signature), and either from a grounded or aerial position. There are a few intricacies that are unique to Brawlhalla that you should get acquainted with. I will be referring to "tilts" as side attacks because it better represents what they are, and the devs have asked us to do so. This has lead to some confusion for smash players as "tilts" do not exist in this game, though the term is widely used in the community. This is the opposite of what the smash games use as it doesn't take into account how far or how fast you push the stick. If you are using a 360 stick it translates that input into the closest of the 8 directions on the Dpad. Brawlhalla uses an 8 directional system similar to traditional fighting games like street fighter and mortal kombat.
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