Brawlhalla - Raidhyn
Welcome to Patch 2.45! In this patch we’re revealing the new Sunken Chest, improving our test feature environment, while squashing bugs and fixing a few rare drop cases. We hope you enjoy and we’ll see you on the ladder!


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.
 
Brawlhalla - [BMG] Raidhyn
Welcome to Patch 2.45! In this patch we’re revealing the new Sunken Chest, improving our test feature environment, while squashing bugs and fixing a few rare drop cases. We hope you enjoy and we’ll see you on the ladder!


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.
 
Brawlhalla - Raidhyn
Welcome to Patch 2.44! We’ve added new skins, game balance improvements, map adjustments, animation improvements,quality of life goodness, and a swath of new test features! We’re looking forward to your feedback on everything new and hope you have another fantastic week of brawling.


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.
 
Brawlhalla - [BMG] Raidhyn
Welcome to Patch 2.44! We’ve added new skins, game balance improvements, map adjustments, animation improvements,quality of life goodness, and a swath of new test features! We’re looking forward to your feedback on everything new and hope you have another fantastic week of brawling.


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.
 
Brawlhalla - Raidhyn
Hello and welcome to patch 2.43! In this patch we’re introducing the new weapon Scythe, and our first Scythe wielding Legend: Mirage.


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)
 

Brawlhalla - [BMG] Raidhyn
Hello and welcome to patch 2.43! In this patch we’re introducing the new weapon Scythe, and our first Scythe wielding Legend: Mirage.


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)
 

Brawlhalla - Raidhyn
Welcome to Patch 2.42 and the new year! We’re incredibly excited about Brawlhalla in 2017, and have a lot of upcoming announcements on the horizon. The new Scythe weapon is planned to arrive next week, and we have a ton of upcoming announcements on Brawlhalla Esports in 2017. We hope you enjoy this patch, and we’ll see you out there on the Brawlhalla battlefields.



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.
 
Brawlhalla - [BMG] Raidhyn
Welcome to Patch 2.42 and the new year! We’re incredibly excited about Brawlhalla in 2017, and have a lot of upcoming announcements on the horizon. The new Scythe weapon is planned to arrive next week, and we have a ton of upcoming announcements on Brawlhalla Esports in 2017. We hope you enjoy this patch, and we’ll see you out there on the Brawlhalla battlefields.



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.
 
Brawlhalla - Raidhyn



Happy Brawlidays! I thought about trying to fit as many winter, snow, holiday, jolly, cheer, and season puns in here as I could, but instead I think we’ll just get to the patch notes. Have a Happy Brawliday!

 
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.
Brawlhalla - [BMG] Raidhyn



Happy Brawlidays! I thought about trying to fit as many winter, snow, holiday, jolly, cheer, and season puns in here as I could, but instead I think we’ll just get to the patch notes. Have a Happy Brawliday!

 
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.
...