Brawlhalla is an epic platform fighter for up to 8 players online or locally. And it's free. Join casual free-for-alls, queue for ranked matches, or make a custom room with your friends. Millions of players. Frequent updates. Over thirty unique legends. Come fight for glory in the halls of Valhalla!
Recent Reviews:
Mostly Positive (2,032) - 73% of the 2,032 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (52,066) - 86% of the 52,066 user reviews for this game are positive.
Release Date:
Nov 3, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Brawlhalla is an epic 2D Platform Fighter and is 100% free to play. We're currently adding features, content, balancing Legends and improving gameplay.

Early Access gives us a huge advantage - real-time feedback from you.

During Alpha and Closed Beta we received tons of amazing feedback that helped us steer the development of Brawlhalla. Now, in Open Beta we're looking for even more feedback as we continue to improve, adapt and expand the game based on player experiences.

Brawlhalla ultimately belongs to its players, and we're looking to you to help us in creating the best game possible for when we officially launch.

So get in, have fun, and brawl your heart out!”

Approximately how long will this game be in Early Access?

“We're aiming to launch Brawlhalla in 2017.”

How is the full version planned to differ from the Early Access version?

“We will add more features, content, balance, social features, gameplay improvements, server support, and more over the course of Open Beta. You can check our development roadmap in the description for more details.”

What is the current state of the Early Access version?

“Brawlhalla Open Beta features online play with servers in NA, EU, and SEA. You can play in Ranked 1v1, 2v2, casual 4 player FFA online, in online custom lobbies or locally with friends. There are 17 legends to choose from. It's missing a ton of features and content we want to add before launch, but it's fully playable.”

Will the game be priced differently during and after Early Access?

“Brawlhalla will always be 100% Free to Play with no pay-to-win mechanics. Forever.”

How are you planning on involving the Community in your development process?

“Player feedback is the single most valuable part of being in Early Access. Look for us on the steam forums, subreddit, or you can talk directly with us on Twitter and in-game. We've gone directly to players to ask for feedback on specific mechanics and design choices and will continue to do so during Open Beta. Another great way to give us feedback is to leave us a Steam review. We read every bit of every one.”
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Recent updates View all (204)

September 13

Season 6 Update! - New Season, Dashing, and Balance!

Welcome to Season 6! With the new ranked season we’ve added the long awaited Dash mechanic to Brawlhalla. This change is accompanied by Season 5 rewards, a new sidekick, a new scythe skin, and loads of Balance improvements in light of Dash’s effect on overall gameplay. We’re very excited to bring you Season 6 of Brawlhalla, and we’ll see you on the ranked ladder!

  • 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!

For a full list of Dash / Dodge changes and mechanics take a look at this post. There are also a few videos you can check out.

Dash Animation & Sound
  • Added new Dash fx animations.
  • Added new sounds for Dash.
  • Jump animations have been adjusted to better compliment new dash fx.
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.



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.


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.


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.


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.


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.


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.


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.


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.


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.


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.
109 comments Read more

September 7

Are You Ready to Dash? - Get the info on Dash in Season 6

Hey everyone, Raidhyn here.

Next week on September 13th, Season 6 of Brawlhalla will begin, and the new Dash mechanic will go live.

This is one of the biggest gameplay features we've added since last year's chase dodge, and we can't wait! We've been testing this for months, gathering feedback, fine tuning, adjusting, and now we're ready for it to go live.

The question now is, are YOU ready?

Below I've included links to a couple of videos you may find useful. The first is our initial announcement video, which explains a lot of the design thinking behind the mechanic. Additionally, I put together a short video today explaining some of the basics of how it works.

Finally, I've included my notes of complete changes and new things that are possible related to Dash.

I hope you're excited for Season 6! Remember that you can prepare for the changes now by playing in the Experimental 1v1 queue, or by turning on Test Features in custom lobbies or the training room.


- R

My Dash / Dodge Changes Notes

Note: I say they're mine because it's how I write my notes and also because some of this stuff may change slightly between now and this Wednesday. These aren't patch notes as much as they are a final result of all changes made over the last several months of testing. Again, some of this might change, but reading through this should give you a very strong idea of how things are shifting.

Here are the mechanics getting replaced in Season 6:
  • No more speed dodges in neutral, which means no more chain dodges in neutral. (No more double dodging through people knowing you won’t get hit.)
  • No grounded directional dodges in neutral. Instead, you'll now perform a dash.
  • No more dodging upward from the ground in neutral. (You can dash jump now, which is legit)
  • All non-chase dodges have a slightly shorter invulnerability duration.
  • Grounded spot dodges are no longer cancelable. There is a flat recovery time meaning that players can no longer spot dodge through a move and punish you back immediately.
  • No speed dodges in the air in neutral. You can still dodge in eight directions with a normal dodge.
  • On a grounded chase dodge on hit you can no longer dodge backwards / back diagonal as your second dodge option.
  • If you attempt to do this you'll get a spot dodge instead.
  • Less overall options for invulnerability so you can hit your opponent more often.
Here's what's the same:
  • Gravity cancels still exist, you can still do swag stuff and meme worthy edge guards.
  • On hit, you get a chase dodge still. Fast, invulnerable, cancelable, and good for hard reads and chase downs.
  • On the ground, your chase dodge on hit can still be used twice.
  • Other dodge interactions like dodges ending on wall touch, dodge startup being throw invuln, etc. still remain.

Here's what's new in Season 6:


All dashing can be done from a standstill or while running on the ground for a burst of speed!

To Dash Forward Press:

Forward + Dodge
or Forward + Down + Dodge
Forward + Diagonal Down Forward + Dodge

To Dash Backwards Press:

Back + Dodge
Back + Diagonal Down Back + Dodge

Forward Dash
  • Forward + Dash gives you a forward dash! (RIGHT?)
  • Forward dashes provide a fast burst of speed.
  • No recovery means you can do ANYTHING YOU WANT after forward dashing.
  • Literally anything: you can jump, attack, spot dodge, forward dash again, back dash, etc.
  • Dashing twice takes a few frames longer than attacking or jumping out of a dash. (More on Dash Jumps below!)
  • Forward dashing provides a momentum boost to all followup actions with momentum based benefits (like some signatures, and side lights).
  • From forward dash if you hold foward your character will go into a sprint. This is faster than normal running, or repeated dashes.
  • You also look like you're really busy but you're late for the bus and need to catch it on time to get to work.
Slide Dodge
  • If you spot dodge immediately after starting your dash the momentum from dash will let you slide forward while dodging!
  • Good for super sick mixups and destroying your opponents minds!
Dash Braking
  • Hold back after dashing forward to stop your momentum short. THE MIND GAMES ARE REAL NOW.
  • This technique can also be applied to slide dodges.
  • Distance traveled when dash braking is cut short by around 50% compared to a full dash.
Back Dash
  • Back + Dash gives you a back dash!
  • Back Dash provides a quick hop backwards.
  • Back dashes have a small amount of recovery compared to forward dashes
  • You can x-pivot with certain attacks out of back dashes by using a move immediately when the recovery ends.
  • Back Dashes can be Dash Braked by holding forward during the back dash.
  • Back Dashes can be canceled into a forward dash to enter a dash dancing state or do any of the fancy things you wanna do out of a forward dash.
  • You can't chain together two back dashes.
Dash Jumps
  • When jumping out of a dash you can jump immediately to do a low to the ground jump with lots of momentum and distance coverage.
  • When doing this out of a forward dash you will look like an action hero, and probably deserve a cape of some kind.
  • You CAN do this out of backdash, but it is slower, and doesn't maintain momentum.
  • Dash jumping into fast falls + air attacks look pretty slick.
  • Dash jumping into fast fall + land + neutral sig also looks pretty slick.
  • I think we can all agree that Dash Jumps are pretty slick.
Turning Things
 (controlling if you want forward or back dash)
  • Holding the straight direction has a shorter turn delay than turning using the diagonal+direction.
  • So if you're looking to turn the other way and forward dash, use straight.
  • If you want to ensure the backdash, use the diagonal (back+down diagonal).
  • The difference here is a few frames, so it isn't massive, but for ease of execution this can be significant.
During the Brawlhalla Shuffle
 (Rattle me this!) (THE RATTLE)
  • This is related to dashing out of the movement state where you are rapidly pressing left and right.
  • If you are holding any straight direction and press dash you'll dash forward no matter what (only when rattling).
  • The only way to get a backdash in this state is to use the back+diagonal input.
Dash Dancing
  • You enter a dash dancing state any time you dash forward and backwards and continue to do so. (or start backwards and forward and so forth).
  • You stay facing your original direction during this state.
  • You look pretty cool. (Well, I think so)
Dash Throughs
  • You can dash through people like you used to dodge through them. Except now there's no invuln.
  • You do look very very brave though and will feel like a boss when it works.
On Hit Dashing / Chase Dodging
  • In the air chase dodging can be done in any forward facing direction, or straight verticals. Backdodging results in a normal dodge when landing an air hit.
  • On a grounded hit you can choose between a chase dodge follow up or a dash followup.
  • On grounded hit you can chase dodge forward, up+forward, or up.
  • If you want to dash follow up you can input down or down+diagonal to get a dash instead of a chase dodge. Useful for the most ultimate of messing with your opponents.
Soft Platforms
  • You can dodge through these by holding straight down.
  • Using a straight horizontal or down+diagonal input you will get a dash like you would on normal ground.
  • You can ledge cancel into a dash by using the down+diagonal input.
  • Chase Throws
    • Throwing your weapon in neutral while on the ground will allow you t o chase dodge afterwards.
    • You enter the chase dodge immediately after throwing the weapon, not when it connecs.
    • Chase dodges off of throw only work while on the ground.
235 comments Read more
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“Little gems like Brawlhalla make PAX special... the controls (we played on an Xbox 360 controller) are great, the art style is awesome, and the characters range from a cowboy to a viking.”
Game Zone

“it is a ton of fun to play...Keep an eye on this one, I have a feeling it’s gonna be big.”
Gamers Bliss

“Brawlhalla is definitely a game I can get into. It’s a sleek 2D fighting game with simple mechanics and some unconventional fighting methods that looks like a blast to play with friends.”

About This Game

Brawlhalla: An eternal battle arena where the greatest warriors in history brawl to prove who's the best that ever was, is, or will be. Every match is an epic test of skill, speed, and strength, and every victory brings additional glory and bragging rights to the winners.

These slugfests are salted with powerful weapons and gadgets. Fighters scramble to grab swords, axes, hammers, blasters, rocket lances and more! Every weapon changes your play style and your options. Gadgets like mines, bombs, and spiked spheres add even more danger into the mix, letting fighters change the course of battle with a well timed-throw or carefully laid trap.

Brawlhalla is a free to play, 2D platform fighting game featuring both online and local singleplayer/ co-op modes.
  • Online Ranked 1v1 - A personal test of skill where you match up against a single opponent to claim untold levels of personal glory in Brawlhalla.
  • Online Ranked 2v2 - Bolster your ranks with a friend to prove your mettle, wit and teamwork in frenetic 2v2 battles.
  • 4 Player Online Free for All - Ranked or casual matches where four fighters enter, but only one can win.
  • 8 Player 4v4 & FFA - Because the only thing better than four legends vying for bragging rights is eight legends battling for bragging rights.
  • Local Free for All - Up to 4 players can play in free for all mode on one computer - perfect for friendly face-offs.
  • Local Custom Teams - Team-up on your local machine, by adding up to 4 bots into the mix for living-room level mayhem.
  • Local Single Player - Square off against bots in a three game tournament series. Perfect for warmups or score grinders.
  • Alternate Game Modes - Brawlball, Bombsketball and more provide ‘casual’ ‘party game’ ‘just for fun’ alternate game modes with completely different objectives and just as much competition.

Early Access to Open Beta available now for free!

Brawlhalla will always be 100% free to play, with no pay-to-win advantages and no in-game purchases to keep you from the action. In Open Beta there are a few things that we’ll be continuing to improve on, and a few things you’ll have special access to as a player who joins us in Open Beta.

Here's what you can expect if you get involved with Early Access today

  • Immediate access to this fun as hell game!
  • Online, custom, ranked, and local play modes.
  • Loads of stages to fight on with seven designated for 1v1 battles alone.
  • Over 25 Legends to chose from and a free 6 character weekly rotation, unlockable with gold earned through playing the game.
  • Unique signature moves, weapon combinations and stats for each character.
  • Ranked seasons every three months with seasonal rewards for playing ranked.
  • Bugs. Lag. Missing features. Abrupt changes and nerfs (probably to your favorite weapons).
  • A constant stream of new features, balance tweaks and Legends to make the game better and better.
  • Excited Devs active on the forums eagerly listening to what you think!
  • Our eternal thanks (you're our favorite).

Development Roadmap

Just Added
  • Major Gameplay Improvements / Balance
  • New Legends
  • Gravity Canceling
  • Networking Improvements
  • Advancement System
  • Large Team Mode (4v4)
  • Clan Support

Real Soon
  • More Legends
  • More Maps
  • Braw of the Week Queue
  • Ongoing Gameplay Improvements
  • Additional Gamemode Support

Slightly Less Soon
  • More Weapons
  • More Maps
  • More Legends
  • Ongoing Gameplay Improvements

  • Full Player Profile and Statistics
  • Novelty Items
  • Official Crew Battle Support - Teams, clans, crews, guilds and bands of Brawlhallans can challenge one another in crew battles to claim which crew has the most powerful contenders.
  • Even More Maps
  • Even More Legends
  • Ongoing Gameplay Improvements
  • Launch!

But all of this will change based on what you tell us! We’re always listening to community feedback and value what players are telling us. Throughout Closed and Open Beta the Brawlhalla community helped steer the direction of development multiple times to make Brawlhalla the best it can be.

System Requirements

Mac OS X
    • Memory: 1 GB RAM
    • Storage: 200 MB available space
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • OS: 10.7
    • Memory: 1 GB RAM
    • Storage: 400 MB available space
    • Additional Notes: Please note it will not work on 10.6.8.
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 400 MB available space
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