Your team leader can choose team colors in 2v2 matchmaking.
Both players must own the color. Everyone has access to team red and team blue.
Black & White Color Overhaul
Improved black and white color schemes to be more awesome. Let us know what you think of the new color! (We think they’re awesome…)
Art / UI
Art improvement to Asuri's angry expressions for clarity.
Fixed Ada select screen pose to work with tassel waist skins.
Updated color swaps for all Legends and Skins to be more consistent across the board.
New random icon for level select.
Added the ability to change controls while in game. (Note: This does not pause the game in online modes.)
Chat now appears at the bottom of the text window instead of at the top. Fixed lore formatting problems (No More Justified Last Sentence)
Overall improved UI performance
Dodge Mechanics With dodge being the core defensive mechanic in Brawlhalla, we’ve been working on getting it to a place where it can also be used effectively for approaching. We’ve also heard the feedback about the meta getting stale and defensive play being overly strong. We’re hoping the following dodge changes will shake things up a bit and improve the competitive viability of other playstyles.
Touching a wall no longer resets your dodge cool down. This change will have the biggest impact on air dodging + wall hugging as a persistent tactic.
Dodge Velocity is now affected by your direction of travel and speed at the time of your dodge.
Dodge Invulnerability Start Up increased from 1 frame to 3 frames. (Movement begins immediately).
Dodge Ending Vulnerability Frames decreased from 4 frames to 2 frames.
Dodge duration decreased from 20 frames to 16 frames.
Players should see fewer false positive hits due to the dodge changes.
Community Requests
You are now shown your change in ELO after a ranked match.
Taunt slots in a player's inventory will now display controller hotkey directions for taunts
Tightened the no-pickup with light attack radius. It has been offset more from the center of the character to compensate.
Teammates will no longer count as an enemy for the purposes of pickups with light attack even when friendly fire is on.
Hitting an attack button on the wall no longer jumps and uses an attack in the opposite direction. You must now leave the wall before performing an attack.
Networking
Servers should more reliably record stats during periods of data center issues (update may be slightly delayed still, but the game won’t be lost).
Improved server accuracy in tracking game data
Sound
The announcer has learned how to say Asuri.
Controller Support
PC support for Xtreme 90300
PC support for Logitech Wingman
PC Support for Saitek P380
Bug Fixes
Fixed color swapping bug on Asuri's katar hands.
Fixed a rare bug that caused game settings to be set to incorrect values. (Including available
levels)
Fixed a rare bug where the color/costume picker would not shift over to the podium in 2v2.
Fixed bug where inactive mines could still get stuck to the wall.
Fixed bug where items would get stuck in an active state on Twilight Grove.
Fixed slipperiness of the edge of the soft platforms on Twilight Grove.
Fixed bug where pickup with light attack would not work properly in some areas during sudden death.
Fixed bug where enemies being carried by the Sidekicks were blocking pickup with light attack.
Fixed a few bugs where getting disconnected in various states of the game would put the UI in a very odd spot.
Fixed a bug where you weren't allowed to reconnect to a game when launching a fresh client.
Fixed a bug that caused some mid-dodge turnarounds to be ignored.
Fixed a bug where players would get "multiple logins detected" at the beginning of game
Fixed a bug where your rank display in game was not updating correctly.
Fixed a bug where reporting an offline crash could cause your client to be in a disconnected state.
Fixed a bug where buying colors would pop up for the wrong legend.
Fixed a bug where the level select icons would appear out of order.
Fixed a rare bug where the game would start on the wrong region.
Fixed a rare bug that would not let you join the matchmaking queue and/or custom groups.
Fixed a rare bug where the player would get stuck at matchmaking without an error.
Fixed axe facing on various axe attacks to better work with one sided axes
Fixed a rare desync that would occur in spectate and rejoined games.
Fixed a bug where people who had their profiles set to public still would not received a friends list.
Fixed a bug where the Ranked options screen would stay up during spectate.
Fixed a rare crash when editing controller settings.
Fixed a few bugs that would not let the player control their characters if the game starts white chat was up.
Fixed a bug that displayed a "null" when rebinding "Aim up"
Fixed a bug causing the shadow cast by the PvP banners to display offset
Fixed a bug where pressing 'Esc' while typing in chat would submit your message instead of deleting it and exiting chat mode.
Your team leader can choose team colors in 2v2 matchmaking.
Both players must own the color. Everyone has access to team red and team blue.
Black & White Color Overhaul
Improved black and white color schemes to be more awesome. Let us know what you think of the new color! (We think they’re awesome…)
Art / UI
Art improvement to Asuri's angry expressions for clarity.
Fixed Ada select screen pose to work with tassel waist skins.
Updated color swaps for all Legends and Skins to be more consistent across the board.
New random icon for level select.
Added the ability to change controls while in game. (Note: This does not pause the game in online modes.)
Chat now appears at the bottom of the text window instead of at the top. Fixed lore formatting problems (No More Justified Last Sentence)
Overall improved UI performance
Dodge Mechanics With dodge being the core defensive mechanic in Brawlhalla, we’ve been working on getting it to a place where it can also be used effectively for approaching. We’ve also heard the feedback about the meta getting stale and defensive play being overly strong. We’re hoping the following dodge changes will shake things up a bit and improve the competitive viability of other playstyles.
Touching a wall no longer resets your dodge cool down. This change will have the biggest impact on air dodging + wall hugging as a persistent tactic.
Dodge Velocity is now affected by your direction of travel and speed at the time of your dodge.
Dodge Invulnerability Start Up increased from 1 frame to 3 frames. (Movement begins immediately).
Dodge Ending Vulnerability Frames decreased from 4 frames to 2 frames.
Dodge duration decreased from 20 frames to 16 frames.
Players should see fewer false positive hits due to the dodge changes.
Community Requests
You are now shown your change in ELO after a ranked match.
Taunt slots in a player's inventory will now display controller hotkey directions for taunts
Tightened the no-pickup with light attack radius. It has been offset more from the center of the character to compensate.
Teammates will no longer count as an enemy for the purposes of pickups with light attack even when friendly fire is on.
Hitting an attack button on the wall no longer jumps and uses an attack in the opposite direction. You must now leave the wall before performing an attack.
Networking
Servers should more reliably record stats during periods of data center issues (update may be slightly delayed still, but the game won’t be lost).
Improved server accuracy in tracking game data
Sound
The announcer has learned how to say Asuri.
Controller Support
PC support for Xtreme 90300
PC support for Logitech Wingman
PC Support for Saitek P380
Bug Fixes
Fixed color swapping bug on Asuri's katar hands.
Fixed a rare bug that caused game settings to be set to incorrect values. (Including available
levels)
Fixed a rare bug where the color/costume picker would not shift over to the podium in 2v2.
Fixed bug where inactive mines could still get stuck to the wall.
Fixed bug where items would get stuck in an active state on Twilight Grove.
Fixed slipperiness of the edge of the soft platforms on Twilight Grove.
Fixed bug where pickup with light attack would not work properly in some areas during sudden death.
Fixed bug where enemies being carried by the Sidekicks were blocking pickup with light attack.
Fixed a few bugs where getting disconnected in various states of the game would put the UI in a very odd spot.
Fixed a bug where you weren't allowed to reconnect to a game when launching a fresh client.
Fixed a bug that caused some mid-dodge turnarounds to be ignored.
Fixed a bug where players would get "multiple logins detected" at the beginning of game
Fixed a bug where your rank display in game was not updating correctly.
Fixed a bug where reporting an offline crash could cause your client to be in a disconnected state.
Fixed a bug where buying colors would pop up for the wrong legend.
Fixed a bug where the level select icons would appear out of order.
Fixed a rare bug where the game would start on the wrong region.
Fixed a rare bug that would not let you join the matchmaking queue and/or custom groups.
Fixed a rare bug where the player would get stuck at matchmaking without an error.
Fixed axe facing on various axe attacks to better work with one sided axes
Fixed a rare desync that would occur in spectate and rejoined games.
Fixed a bug where people who had their profiles set to public still would not received a friends list.
Fixed a bug where the Ranked options screen would stay up during spectate.
Fixed a rare crash when editing controller settings.
Fixed a few bugs that would not let the player control their characters if the game starts white chat was up.
Fixed a bug that displayed a "null" when rebinding "Aim up"
Fixed a bug causing the shadow cast by the PvP banners to display offset
Fixed a bug where pressing 'Esc' while typing in chat would submit your message instead of deleting it and exiting chat mode.
Movement We’ve been working on ways to improve the viability of fighting against airborne opponents and rewarding players who play with skill on the ground. This change will speed up grounded play while making it easier to chase down opponents that spend most of their time in the air.
You move faster on the ground than before and slower in the air,
Turning in the air is slower.
Unarmed The Unarmed Ground pound: a favorite of aggressive edge guarders everywhere. Its hit box extended far below the animation and it could be recast almost instantly after use, making it incredibly powerful and very safe. Now that other changes are coming in to address wall camping, we felt confident about taming some of the Ground Pound's power.
Blasters While the Blaster's winrate is in the right place, its gameplay isn't. Many playstyles are over reliant on the Side Air, partially due to other moves in its kit having more risk than the Side Air. The Side Air has been changed up to be a slower and longer range move that can be more easily under spaced (partly due to the new dodge changes) while the rest of the air game has been adjusted to give better options in its place.
Blasters Side Light: Decreased Force Scaling; Increased Stun; Direction of Force is more consistent.
Blasters Side Air : Moved shots farther from the user's Hurtbox; Decreased Hitbox Size; Increased Time to Hit; Increased Damage; Decreased Force; Increased Stun Time; Decreased Recover Time on Hit; Increased Recover Time on Miss; Increased Cooldown.
Blasters Down Air: Slightly Decreased Time to Hit; Sped up time between shots; Slightly Decreased Recover Time; Slightly decreased Damage; Slightly Increased Stun Time.
Blasters Recovery: Increased Hitbox size.
Blasters Ground Pound: Greatly decreased Recovery Time; Decreased Damage; Increased Force; Decreased Time to Hit; Decreased initial movement speed; Increased Cooldown Time.
Hammer Only minor changes for the Hammer this patch, to make Side Airs a little more punishable.
Hammer Side Air: Increased Recover Time; Slightly increased Cooldown Time.
Lance Changes for the lance rework were a tough call this patch. It seemed to land in a decent place in standard play, but has a very high winrate among top-ranked players, likely due to its combo potential and intense rushdown. We'd like to avoid diminishing that aspect for now, so we are only lowing priority for some of its combo starters with long reach.
Lance Neutral Light: Slightly reduced Hitbox size on first swing.
Lance Side: Slightly reduced Hitbox sizes; Slightly decreased Hit Window.
Katars Lucien says everything is fine. Nothing to see here, move along.
Spear Minor changes to increase the window for interrupting Down Light -> Side Air and Side Light -> Side Light if the first attack of either misses. Down Light gets some added Damage in exchange for the extra risk.
Spear Side Light: Slightly increased Cooldown time between uses.
Spear Down Light: Slightly Increased Recover Time on miss; Slightly increased Damage.
Legend Changes
Asuri Although Asuri is awesome and fun to play, she does seem to be underperforming; especially in high ranked play. We've addressed concerns with moves where the hitboxes were too conservative, as well as better differentiating her Katar Down / Side signatures.
Asuri Side Sword: Extended Hitbox slightly further behind Asuri during beginning of swing.
Asuri Side Katar: Increased distance traveled.
Asuri Down Katar: Fixed a case where the target could be dropped before the final hit; Increased Hitbox sizes after the first swing; Reduced Recover Time; Increased Stun Time.
Asuri Neutral Sword: Increased Hitbox size to extend higher and better cover the start of the swing; Force on initial frames is aimed less sharply downward.
Brynn Brynn is still out performing many of her legendary counterparts so we’ve decided to make a few minor adjustments to see how she does this patch alongside universal changes to her weapon kit.
Brynn Down Spear: Slightly increased Time to Hit.
Brynn Side Axe: Slightly decreased Damage.
Cassidy It’s time for Cassidy to recover from her low win rate and get back on her horse. For now we're giving her a fairly conservative buff while waiting to see what impact some of the larger dodge and Blaster changes have on her.
Cassidy Down Blasters: Slightly increased Force.
Cassidy Side Hammer: Slightly increased Force.
Queen Nai Nai's Spear signatures were originally very low Force in exchange for being high speed. When her signatures were tweaked in response to her reign of terror some time ago, they were made much harder to land and became too high-risk too low-reward. For now, we're increasing Force or Damage on each, while seeing how other changes this patch may improve her gameplay.
Nai Neutral Spear: Slightly increased Force.
Nai Side Spear: Slightly increased Force.
Nai Down Spear: Increased Damage and Stun Time.
Teros While Teros is far from terrible, we’ve received a lot of feedback indicating Teros' Hammer Down is largely considered a weaker choice than his other signatures. We're redistributing some of the power from his Side and Neutral Hammer signatures and making his DSig more useful by better covering the area beneath him on the second swing.
Teros Neutral Hammer: Slightly reduced Force.
Teros Side Hammer: Reduced Hitbox size; Slightly increased Hit Window.
Teros Down Hammer: Increased Hitbox size of the second swing to cover the area between attacks. Slightly reduced power duration.
Drop Fixes
Hammer Neutral Light: Fixed some cases where the target could be dropped before the final hit. Credit: Th*Dust
Katar Recovery: Fixed some cases where the target could be dropped before the final hit. Credit: OnTilt
Axe Neutral Light: Fixed some cases where the target could be dropped before the final hit. Credit: Th*Dust
Nai Neutral Katar: Fixed a case where power could hit after the hitboxes have ended.
Hattori Side Spear: Fixed some cases where the target could be dropped before the final hit. Credit: Th*Dust
Hattori Down Spear: Fixed a case where the target could be dropped before the final hit. Credit: TyaTheOlive
Teros Down Hammer: Fixed a case where the target could be dropped before the final hit. Credit: BerserkExo
Brynn Down Axe: Fixed case where a target could be dropped before the final hit. Credit: Dobrein
Movement We’ve been working on ways to improve the viability of fighting against airborne opponents and rewarding players who play with skill on the ground. This change will speed up grounded play while making it easier to chase down opponents that spend most of their time in the air.
You move faster on the ground than before and slower in the air,
Turning in the air is slower.
Unarmed The Unarmed Ground pound: a favorite of aggressive edge guarders everywhere. Its hit box extended far below the animation and it could be recast almost instantly after use, making it incredibly powerful and very safe. Now that other changes are coming in to address wall camping, we felt confident about taming some of the Ground Pound's power.
Blasters While the Blaster's winrate is in the right place, its gameplay isn't. Many playstyles are over reliant on the Side Air, partially due to other moves in its kit having more risk than the Side Air. The Side Air has been changed up to be a slower and longer range move that can be more easily under spaced (partly due to the new dodge changes) while the rest of the air game has been adjusted to give better options in its place.
Blasters Side Light: Decreased Force Scaling; Increased Stun; Direction of Force is more consistent.
Blasters Side Air : Moved shots farther from the user's Hurtbox; Decreased Hitbox Size; Increased Time to Hit; Increased Damage; Decreased Force; Increased Stun Time; Decreased Recover Time on Hit; Increased Recover Time on Miss; Increased Cooldown.
Blasters Down Air: Slightly Decreased Time to Hit; Sped up time between shots; Slightly Decreased Recover Time; Slightly decreased Damage; Slightly Increased Stun Time.
Blasters Recovery: Increased Hitbox size.
Blasters Ground Pound: Greatly decreased Recovery Time; Decreased Damage; Increased Force; Decreased Time to Hit; Decreased initial movement speed; Increased Cooldown Time.
Hammer Only minor changes for the Hammer this patch, to make Side Airs a little more punishable.
Hammer Side Air: Increased Recover Time; Slightly increased Cooldown Time.
Lance Changes for the lance rework were a tough call this patch. It seemed to land in a decent place in standard play, but has a very high winrate among top-ranked players, likely due to its combo potential and intense rushdown. We'd like to avoid diminishing that aspect for now, so we are only lowing priority for some of its combo starters with long reach.
Lance Neutral Light: Slightly reduced Hitbox size on first swing.
Lance Side: Slightly reduced Hitbox sizes; Slightly decreased Hit Window.
Katars Lucien says everything is fine. Nothing to see here, move along.
Spear Minor changes to increase the window for interrupting Down Light -> Side Air and Side Light -> Side Light if the first attack of either misses. Down Light gets some added Damage in exchange for the extra risk.
Spear Side Light: Slightly increased Cooldown time between uses.
Spear Down Light: Slightly Increased Recover Time on miss; Slightly increased Damage.
Legend Changes
Asuri Although Asuri is awesome and fun to play, she does seem to be underperforming; especially in high ranked play. We've addressed concerns with moves where the hitboxes were too conservative, as well as better differentiating her Katar Down / Side signatures.
Asuri Side Sword: Extended Hitbox slightly further behind Asuri during beginning of swing.
Asuri Side Katar: Increased distance traveled.
Asuri Down Katar: Fixed a case where the target could be dropped before the final hit; Increased Hitbox sizes after the first swing; Reduced Recover Time; Increased Stun Time.
Asuri Neutral Sword: Increased Hitbox size to extend higher and better cover the start of the swing; Force on initial frames is aimed less sharply downward.
Brynn Brynn is still out performing many of her legendary counterparts so we’ve decided to make a few minor adjustments to see how she does this patch alongside universal changes to her weapon kit.
Brynn Down Spear: Slightly increased Time to Hit.
Brynn Side Axe: Slightly decreased Damage.
Cassidy It’s time for Cassidy to recover from her low win rate and get back on her horse. For now we're giving her a fairly conservative buff while waiting to see what impact some of the larger dodge and Blaster changes have on her.
Cassidy Down Blasters: Slightly increased Force.
Cassidy Side Hammer: Slightly increased Force.
Queen Nai Nai's Spear signatures were originally very low Force in exchange for being high speed. When her signatures were tweaked in response to her reign of terror some time ago, they were made much harder to land and became too high-risk too low-reward. For now, we're increasing Force or Damage on each, while seeing how other changes this patch may improve her gameplay.
Nai Neutral Spear: Slightly increased Force.
Nai Side Spear: Slightly increased Force.
Nai Down Spear: Increased Damage and Stun Time.
Teros While Teros is far from terrible, we’ve received a lot of feedback indicating Teros' Hammer Down is largely considered a weaker choice than his other signatures. We're redistributing some of the power from his Side and Neutral Hammer signatures and making his DSig more useful by better covering the area beneath him on the second swing.
Teros Neutral Hammer: Slightly reduced Force.
Teros Side Hammer: Reduced Hitbox size; Slightly increased Hit Window.
Teros Down Hammer: Increased Hitbox size of the second swing to cover the area between attacks. Slightly reduced power duration.
Drop Fixes
Hammer Neutral Light: Fixed some cases where the target could be dropped before the final hit. Credit: Th*Dust
Katar Recovery: Fixed some cases where the target could be dropped before the final hit. Credit: OnTilt
Axe Neutral Light: Fixed some cases where the target could be dropped before the final hit. Credit: Th*Dust
Nai Neutral Katar: Fixed a case where power could hit after the hitboxes have ended.
Hattori Side Spear: Fixed some cases where the target could be dropped before the final hit. Credit: Th*Dust
Hattori Down Spear: Fixed a case where the target could be dropped before the final hit. Credit: TyaTheOlive
Teros Down Hammer: Fixed a case where the target could be dropped before the final hit. Credit: BerserkExo
Brynn Down Axe: Fixed case where a target could be dropped before the final hit. Credit: Dobrein