Welcome to Patch 2.55! In this patch we’re adding two new skins for Queen Nai and Lucien, improving the new test features based on your feedback, changing to a new Brawl Of The Week, and knocking out a small number of bugs. Enjoy!
Malhalla
New skins have been added to Mallhalla!
Galaxy X Nai
Bullet Diver Lucien
Modified Test Features:
Wall Slip
We're continuing to iterate on the Wall Slip feature based on concerns raised, but thought we'd update Test Features with the current progress.
One issue this round of changes aims at is making sure players have enough warning to return to the stage. We’ve added a visual countdown to when options expire.
Another goal is making the system less gameable. Using elapsed time prevents players from rationing out wall touches, and avoids issues on maps like King's Pass.
Keeping offstage play viable is important to us. Combat will now keep Wall Slip from triggering for longer, but we're still working on options to preserve positive cases without undermining the system. Changes like extending the window when a player takes damage would risk punishing a player for engaging on a wall camper.
After landing on a wall, players have a 10 second window of not touching the ground before they start to enter a Wall Slip state.
When the 10 seconds have passed, touching a wall will only reset jumps and Recover 3 more times until the player lands on the ground.
Warning FX play to signify that these chances are being used up - "!", "!!", and "!!!". The Wall Slip animation will still play on the final wall touch.
If the time limit has not expired, hitting another player will extend the time by 2 seconds. Weapon and gadget throws do not count as hits for this purpose, and multihit powers only count as one hit.
8 Player
All maps now have at least eight initial spawn locations so that players no longer spawn on top of each other when playing 8-player games on small maps.
Training Mode
When using Position Reset in Training Mode, the bot's facing will now also reset to which way they were facing when Position Reset was toggled on.
New Brawl of The Week!
Mayhem!
Eight Players
200% Damage
3 Minutes Timed
New Legend Rotation
This week’s Legend Rotation features Koji, Nix, Orion, Ragnir, Teros, and Val.
Mordex
Mordex is up for his post-release adjustments, and we have increased the recover time on miss for his Down Signatures based on your feedback. The Down Scythe in particular could be followed too quickly on miss with another attack when considering the potential reward of this Signature, while the Down Gauntlets has received a smaller increase to recover time due to its shorter range and one-directional movement.
Mordex Down Scythe: Increased total Recover Time on miss from 20 to 23.
Mordex Down Gauntlets: Increased total Recover Time on miss from 18 to 19.
Bug Fixes
Fixed bug causing focus to not correctly return to the store screen when attempting to edit controls while browsing the store. Instead, the store will now close upon opening the controller device screen.
Fixed some rare cases of grabs using the wrong position to place their targets.
Fixed bug causing certain parts of the main menu UI to remain open after launching a replay.
Fixed Mordex Deal With It Shades placement. (HF 2.54.1)
Fixed all missing gauntlet views for Mordex animations. (HF 2.54.1)
Fixed a bug that could cause Mordex Side Scythe's hitboxes to become detached from the fx location on wall collision. (HF 2.54.1)
Fixed a client crash bug when a Mordex grab ended in a strange state. (HF 2.54.1)
Welcome to Patch 2.55! In this patch we’re adding two new skins for Queen Nai and Lucien, improving the new test features based on your feedback, changing to a new Brawl Of The Week, and knocking out a small number of bugs. Enjoy!
Malhalla
New skins have been added to Mallhalla!
Galaxy X Nai
Bullet Diver Lucien
Modified Test Features:
Wall Slip
We're continuing to iterate on the Wall Slip feature based on concerns raised, but thought we'd update Test Features with the current progress.
One issue this round of changes aims at is making sure players have enough warning to return to the stage. We’ve added a visual countdown to when options expire.
Another goal is making the system less gameable. Using elapsed time prevents players from rationing out wall touches, and avoids issues on maps like King's Pass.
Keeping offstage play viable is important to us. Combat will now keep Wall Slip from triggering for longer, but we're still working on options to preserve positive cases without undermining the system. Changes like extending the window when a player takes damage would risk punishing a player for engaging on a wall camper.
After landing on a wall, players have a 10 second window of not touching the ground before they start to enter a Wall Slip state.
When the 10 seconds have passed, touching a wall will only reset jumps and Recover 3 more times until the player lands on the ground.
Warning FX play to signify that these chances are being used up - "!", "!!", and "!!!". The Wall Slip animation will still play on the final wall touch.
If the time limit has not expired, hitting another player will extend the time by 2 seconds. Weapon and gadget throws do not count as hits for this purpose, and multihit powers only count as one hit.
8 Player
All maps now have at least eight initial spawn locations so that players no longer spawn on top of each other when playing 8-player games on small maps.
Training Mode
When using Position Reset in Training Mode, the bot's facing will now also reset to which way they were facing when Position Reset was toggled on.
New Brawl of The Week!
Mayhem!
Eight Players
200% Damage
3 Minutes Timed
New Legend Rotation
This week’s Legend Rotation features Koji, Nix, Orion, Ragnir, Teros, and Val.
Mordex
Mordex is up for his post-release adjustments, and we have increased the recover time on miss for his Down Signatures based on your feedback. The Down Scythe in particular could be followed too quickly on miss with another attack when considering the potential reward of this Signature, while the Down Gauntlets has received a smaller increase to recover time due to its shorter range and one-directional movement.
Mordex Down Scythe: Increased total Recover Time on miss from 20 to 23.
Mordex Down Gauntlets: Increased total Recover Time on miss from 18 to 19.
Bug Fixes
Fixed bug causing focus to not correctly return to the store screen when attempting to edit controls while browsing the store. Instead, the store will now close upon opening the controller device screen.
Fixed some rare cases of grabs using the wrong position to place their targets.
Fixed bug causing certain parts of the main menu UI to remain open after launching a replay.
Fixed Mordex Deal With It Shades placement. (HF 2.54.1)
Fixed all missing gauntlet views for Mordex animations. (HF 2.54.1)
Fixed a bug that could cause Mordex Side Scythe's hitboxes to become detached from the fx location on wall collision. (HF 2.54.1)
Fixed a client crash bug when a Mordex grab ended in a strange state. (HF 2.54.1)
Welcome to the Enter Mordex Update! In patch 2.54 we’re adding the new Legend Mordex, Brawl Of The Week, a brand new map, main menu overhaul, Dodgebomb update, game balance, and new test features. Additionally, we’re giving everyone who logs in this week a free Enter Mordex Avatar. Grab your friends and get to brawling!
Enter Mordex!
New Legend - Mordex! Weapons: Gauntlets & Scythe Stats: 6/4/5/7 Mordex enters Brawlhalla with three additional skins
Iron Legion Mordex
North Wind Mordex
Celestial Mordex -
Introducing Brawl of The Week!
Now located in the Casual Queue menu you can play the Brawl of The Week!
We’re kicking things off with FFA Dodgebomb. The game selected for Brawl of The Week will change every week.
First win in Brawl of the Week will grant 300 bonus gold.
New Map
Lost Labyrinth has been added to the Free For All map rotation (formerly the test map Small Big Kings Pass).
Big Lost Labyrinth has been added as a 8 player map in custom lobbies (formerly Big Kings Pass).
Free Enter Mordex Avatar - This Week Only
If you log in this week, the Enter Mordex avatar will be automatically placed in your inventory. Tell your friends, and thanks for playing!
Dodgebomb Improvements
Now deadlier! Dodgebomb bombs have added 40 variable impulse compared to other game modes.
Dodgebomb map art has been updated. Goodbye placeholders, hello glorious art.
The four player version of the Dodgebomb Map now uses the larger platforms from the 8 person map. Level bounds has been brought in a bit to better center gameplay and provide ever so slightly more risk to the outer platforms.
Dodgebomb Bombs now fall to the ground after spawning instead of spawning directly on each platform.
Twitch Account Linking
In the account menu you can now link your Brawlhalla account to Twitch!
You can choose to have your Twitch account linked on the official Brawlhalla rankings page. To turn this on enter /twitchshow in any Brawlhalla game chat box. To turn it off enter /twitchhide.
More features will be coming soon!
User Interface
The main menu has been upgraded with new organization, new sub menus and new art.
Gameplay
Camera slightly adjusted so it will spend less time zoomed out during matches.
Test Features
We’ve heard your feedback, and are introducing a new change into Test Features this week to address overly passive playstyles. While we’re not sure if the values are spot on, we think this is a good direction to try, and are looking forward to hearing back from you. Let us know what you think! Added to Test Features
If a player touches the wall 7 times without touching the ground, they will Wall Slip.
Wall Slip locks the player into a slip animation for 23 frames.
Once a player has Slipped, they no longer regain jumps or Recover on wall touch until they land on the ground.
Balance
Clash Normalization
Clashes largely occur when two players make good decisions at the same time. Certain moves can result in far less Damage or Force than intended or far more Stun than intended when they're not able to play through, resulting in an unfair trade. We’ve normalized the effect of clashes to better balance the outcome for both players.
When two moves clash, the same Damage and Force is applied to both players, replacing the normal hit.
When two light attacks clash, this is a hit dealing 10 Damage, 20 Variable Force, 60 Fixed Force, 25 Stun.
When two Signatures clash, the hit deals 20 Damage, 50 Variable Force, 80 Fixed Force, 25 Stun.
Direction of Force is based on relative position rather than the normal hit and players will always be knocked away from each other.
Reminder: Heavy attacks out prioritize light attacks. In the case of a clash between a light attack and a heavy attack, the heavy attack wins without a clash.
Weapons
As the next major Circuit event, CEO Dreamland, draws near we have some adjustments to complement the recent Season changes. A number of older weapons that were altered for increased string potential in their ground kits have had some fine tuning to better accomplish that goal, while some of the currently dominant weapons have had the dodge windows in their strings slightly opened up. There are also a number of damage and force adjustments to balance the risk/reward factor for weapons such as Blasters, Spear, and Gauntlets. This patch marks the balance lock for CEO Dreamland on April 14-16, and we look forward to seeing all the competitors push these changes to the limit!
Sword
The Sword has received some increased stun on both of its grounded string starters, as well as a more reliable setup location from Side Light. Sword users should find increased pressure during on-stage play in the form of tighter windows between subsequent attacks.
Sword Neutral Light: Increased Stun from 20 to 22.
Sword Side Light: Increased Stun from 14 to 15; Lowered angle of Force; Increased Force of final hit from 0 Variable/75 Fixed to 0 Variable/80 Fixed.
Hammer
The Hammer has also received a better setup location from knockback and stun on its Side Light, affording Hammer users a better transition to continued pressure on the ground.
Hammer Side Light: Increased Stun from 23 to 24; Decreased Force from 5 Variable/75~55 Fixed to 5 Variable/56~30.
Blasters
The Blasters have had their potential reward curtailed by opening up the dodge windows off of a Down Air hit. The damage has also been reduced on the Neutral Light, as it can provide quick coverage and serves as one of the usual followups to the Down Air.
Blasters Neutral Light: Decreased Damage from 21 to 19.
Blasters Down Air: Decreased Stun from 18 to 17.
Rocket Lance
The improved ground string starter, Down Light, has had some adjustment to better fit this role in the form of better stun and a closer setup location for followup attacks. The Recovery attack now fires off slightly faster, to perform more reliably in general gameplay, as the increased movement speed from the Season changes negatively impacted its stationary startup.
Rocket Lance Down Light: Increased Stun from 22 to 23; Decreased Force from 4 Variable/45 Fixed to 4 Variable/35 Fixed.
Rocket Lance Recovery: Decreased Minimum Charge time from 14 to 12.
Spear
The Spear has had some dodge windows opened up off of its string starters with greater coverage/range, namely the Side Light and Neutral Air. The Side Air has also had its force reduced to be more in line with other similar attacks, resulting in slightly reduced KO potential until later health values.
Spear Side Light: Decreased Stun from 21 to 19.
Spear Side Air: Decreased Force from 43 Variable/45 Fixed to 40 Variable/45 Fixed.
Spear Neutral Air: Decreased Stun from 24 to 22.
Gauntlets
We have reduced the force on some of the Gauntlets edge-guarding tools to reduce their off-stage threat to healthier levels, allowing more chances to recover when playing against them. The Neutral Air has also had a minor stun reduction not only to reduce off-stage threat, but also to open up some dodge windows in certain strings.
Gauntlets Neutral Air: Decreased Stun from 20 to 19.
Gauntlets Side Air: Decreased Force from 40 Variable/55 Fixed to 37 Variable/55 Fixed.
Gauntlets Ground Pound: Decreased Force from 48 Variable/48 Fixed to 44 Variable/43 Fixed.
Bow
Landing a Down Air on stage now provides a better setup for subsequent attacks due to increased stun and decreased force when hitting a surface. The normal aerial shot remains unaltered at its current force and stun values.
Bow Down Air: Increased Stun of mid-range ground hits from 19 to 22 and Stun of close-ground hits from 23 to 24; Decreased Force on ground hits from 42 Variable/50 Fixed to 38 Variable/45 Fixed.
Scythe
We have opened up dodge windows for a few Scythe strings to allow a better chance of escape. To compensate, the damage has been increased on the Side Air, as it is primarily a standalone attack. The Recovery has had its power brought in line by reducing the force and softening the angle of knockback to allow more chances for the target to recover back to the stage, as well as decreasing its effect on-stage.
Scythe Neutral Light: Decreased Stun from a range of 21~17 to a range of 20~16; Increased Recovery on miss from 1 Fixed/19 Variable to 3 Fixed/19 Variable.
Scythe Neutral Air: Decreased Stun from 23 to 22.
Scythe Side Air: Increased Damage from 15 to 16.
Scythe Recovery: Decreased Force from 44 Variable/62 Fixed to 40 Variable/55 Fixed; Softened the angle of Force to be less steep.
Katars
To aid in grounded string potential, the Side Light is now a more consistent setup attack until the target is at orange levels of health, while the Down Air now has a minor frame advantage when landing the attack on-stage.
Katars Side Light: Decreased Force from 23 Variable/33 Fixed to 18 Variable/33 Fixed.
Katars Down Air: Increased Stun on a ground hit from 8 to 10.
Axe
We have mildly increased string potential for the Axe kit with extra Stun on the Down Air and the Neutral Air for more reliable followup attacks when landing either. The Down Air on stage can now more reliably be followed by a Down Light, and the Neutral Air by a gravity-cancel attack or Side Air.
Axe Neutral Air: Increased Stun on soft hit from 27 to 28.
Axe Down Air: Increased Stun from 17 to 18.
Bug Fixes
Fixed a bug where a controller could get double inputs if it was connected after the game client was launched but before it finished loading the game files.
Fixed a bug where players using Multikeyboard could not bring up the pause menu during replays.
Fixed a bug in Strikeout, Switchcraft, and Dodgebomb where the HUD wasn't flashing a -1 when a player lost a life like it does in Stock.
Ragnir Neutral Axe: Fixed a case where the target could be dropped before the final hit. (Credit: Dobrein)
Welcome to the Enter Mordex Update! In patch 2.54 we’re adding the new Legend Mordex, Brawl Of The Week, a brand new map, main menu overhaul, Dodgebomb update, game balance, and new test features. Additionally, we’re giving everyone who logs in this week a free Enter Mordex Avatar. Grab your friends and get to brawling!
Enter Mordex!
New Legend - Mordex! Weapons: Gauntlets & Scythe Stats: 6/4/5/7 Mordex enters Brawlhalla with three additional skins
Iron Legion Mordex
North Wind Mordex
Celestial Mordex -
Introducing Brawl of The Week!
Now located in the Casual Queue menu you can play the Brawl of The Week!
We’re kicking things off with FFA Dodgebomb. The game selected for Brawl of The Week will change every week.
First win in Brawl of the Week will grant 300 bonus gold.
New Map
Lost Labyrinth has been added to the Free For All map rotation (formerly the test map Small Big Kings Pass).
Big Lost Labyrinth has been added as a 8 player map in custom lobbies (formerly Big Kings Pass).
Free Enter Mordex Avatar - This Week Only
If you log in this week, the Enter Mordex avatar will be automatically placed in your inventory. Tell your friends, and thanks for playing!
Dodgebomb Improvements
Now deadlier! Dodgebomb bombs have added 40 variable impulse compared to other game modes.
Dodgebomb map art has been updated. Goodbye placeholders, hello glorious art.
The four player version of the Dodgebomb Map now uses the larger platforms from the 8 person map. Level bounds has been brought in a bit to better center gameplay and provide ever so slightly more risk to the outer platforms.
Dodgebomb Bombs now fall to the ground after spawning instead of spawning directly on each platform.
Twitch Account Linking
In the account menu you can now link your Brawlhalla account to Twitch!
You can choose to have your Twitch account linked on the official Brawlhalla rankings page. To turn this on enter /twitchshow in any Brawlhalla game chat box. To turn it off enter /twitchhide.
More features will be coming soon!
User Interface
The main menu has been upgraded with new organization, new sub menus and new art.
Gameplay
Camera slightly adjusted so it will spend less time zoomed out during matches.
Test Features
We’ve heard your feedback, and are introducing a new change into Test Features this week to address overly passive playstyles. While we’re not sure if the values are spot on, we think this is a good direction to try, and are looking forward to hearing back from you. Let us know what you think! Added to Test Features
If a player touches the wall 7 times without touching the ground, they will Wall Slip.
Wall Slip locks the player into a slip animation for 23 frames.
Once a player has Slipped, they no longer regain jumps or Recover on wall touch until they land on the ground.
Balance
Clash Normalization
Clashes largely occur when two players make good decisions at the same time. Certain moves can result in far less Damage or Force than intended or far more Stun than intended when they're not able to play through, resulting in an unfair trade. We’ve normalized the effect of clashes to better balance the outcome for both players.
When two moves clash, the same Damage and Force is applied to both players, replacing the normal hit.
When two light attacks clash, this is a hit dealing 10 Damage, 20 Variable Force, 60 Fixed Force, 25 Stun.
When two Signatures clash, the hit deals 20 Damage, 50 Variable Force, 80 Fixed Force, 25 Stun.
Direction of Force is based on relative position rather than the normal hit and players will always be knocked away from each other.
Reminder: Heavy attacks out prioritize light attacks. In the case of a clash between a light attack and a heavy attack, the heavy attack wins without a clash.
Weapons
As the next major Circuit event, CEO Dreamland, draws near we have some adjustments to complement the recent Season changes. A number of older weapons that were altered for increased string potential in their ground kits have had some fine tuning to better accomplish that goal, while some of the currently dominant weapons have had the dodge windows in their strings slightly opened up. There are also a number of damage and force adjustments to balance the risk/reward factor for weapons such as Blasters, Spear, and Gauntlets. This patch marks the balance lock for CEO Dreamland on April 14-16, and we look forward to seeing all the competitors push these changes to the limit!
Sword
The Sword has received some increased stun on both of its grounded string starters, as well as a more reliable setup location from Side Light. Sword users should find increased pressure during on-stage play in the form of tighter windows between subsequent attacks.
Sword Neutral Light: Increased Stun from 20 to 22.
Sword Side Light: Increased Stun from 14 to 15; Lowered angle of Force; Increased Force of final hit from 0 Variable/75 Fixed to 0 Variable/80 Fixed.
Hammer
The Hammer has also received a better setup location from knockback and stun on its Side Light, affording Hammer users a better transition to continued pressure on the ground.
Hammer Side Light: Increased Stun from 23 to 24; Decreased Force from 5 Variable/75~55 Fixed to 5 Variable/56~30.
Blasters
The Blasters have had their potential reward curtailed by opening up the dodge windows off of a Down Air hit. The damage has also been reduced on the Neutral Light, as it can provide quick coverage and serves as one of the usual followups to the Down Air.
Blasters Neutral Light: Decreased Damage from 21 to 19.
Blasters Down Air: Decreased Stun from 18 to 17.
Rocket Lance
The improved ground string starter, Down Light, has had some adjustment to better fit this role in the form of better stun and a closer setup location for followup attacks. The Recovery attack now fires off slightly faster, to perform more reliably in general gameplay, as the increased movement speed from the Season changes negatively impacted its stationary startup.
Rocket Lance Down Light: Increased Stun from 22 to 23; Decreased Force from 4 Variable/45 Fixed to 4 Variable/35 Fixed.
Rocket Lance Recovery: Decreased Minimum Charge time from 14 to 12.
Spear
The Spear has had some dodge windows opened up off of its string starters with greater coverage/range, namely the Side Light and Neutral Air. The Side Air has also had its force reduced to be more in line with other similar attacks, resulting in slightly reduced KO potential until later health values.
Spear Side Light: Decreased Stun from 21 to 19.
Spear Side Air: Decreased Force from 43 Variable/45 Fixed to 40 Variable/45 Fixed.
Spear Neutral Air: Decreased Stun from 24 to 22.
Gauntlets
We have reduced the force on some of the Gauntlets edge-guarding tools to reduce their off-stage threat to healthier levels, allowing more chances to recover when playing against them. The Neutral Air has also had a minor stun reduction not only to reduce off-stage threat, but also to open up some dodge windows in certain strings.
Gauntlets Neutral Air: Decreased Stun from 20 to 19.
Gauntlets Side Air: Decreased Force from 40 Variable/55 Fixed to 37 Variable/55 Fixed.
Gauntlets Ground Pound: Decreased Force from 48 Variable/48 Fixed to 44 Variable/43 Fixed.
Bow
Landing a Down Air on stage now provides a better setup for subsequent attacks due to increased stun and decreased force when hitting a surface. The normal aerial shot remains unaltered at its current force and stun values.
Bow Down Air: Increased Stun of mid-range ground hits from 19 to 22 and Stun of close-ground hits from 23 to 24; Decreased Force on ground hits from 42 Variable/50 Fixed to 38 Variable/45 Fixed.
Scythe
We have opened up dodge windows for a few Scythe strings to allow a better chance of escape. To compensate, the damage has been increased on the Side Air, as it is primarily a standalone attack. The Recovery has had its power brought in line by reducing the force and softening the angle of knockback to allow more chances for the target to recover back to the stage, as well as decreasing its effect on-stage.
Scythe Neutral Light: Decreased Stun from a range of 21~17 to a range of 20~16; Increased Recovery on miss from 1 Fixed/19 Variable to 3 Fixed/19 Variable.
Scythe Neutral Air: Decreased Stun from 23 to 22.
Scythe Side Air: Increased Damage from 15 to 16.
Scythe Recovery: Decreased Force from 44 Variable/62 Fixed to 40 Variable/55 Fixed; Softened the angle of Force to be less steep.
Katars
To aid in grounded string potential, the Side Light is now a more consistent setup attack until the target is at orange levels of health, while the Down Air now has a minor frame advantage when landing the attack on-stage.
Katars Side Light: Decreased Force from 23 Variable/33 Fixed to 18 Variable/33 Fixed.
Katars Down Air: Increased Stun on a ground hit from 8 to 10.
Axe
We have mildly increased string potential for the Axe kit with extra Stun on the Down Air and the Neutral Air for more reliable followup attacks when landing either. The Down Air on stage can now more reliably be followed by a Down Light, and the Neutral Air by a gravity-cancel attack or Side Air.
Axe Neutral Air: Increased Stun on soft hit from 27 to 28.
Axe Down Air: Increased Stun from 17 to 18.
Bug Fixes
Fixed a bug where a controller could get double inputs if it was connected after the game client was launched but before it finished loading the game files.
Fixed a bug where players using Multikeyboard could not bring up the pause menu during replays.
Fixed a bug in Strikeout, Switchcraft, and Dodgebomb where the HUD wasn't flashing a -1 when a player lost a life like it does in Stock.
Ragnir Neutral Axe: Fixed a case where the target could be dropped before the final hit. (Credit: Dobrein)
Welcome to Patch 2.53! We have a number of new items, user interface improvements, controller support, multikeyboard improvements, and bug fixes in this patch. While you enjoy this week we’re working hard on preparing Mordex and a number of other huge updates to next week’s patch! Don’t forget to swing by our Dev Streams on Tuesday, Thursday, and Friday at 1PM ET on twitch.tv/brawlhalla to get a preview on what’s coming up with Brawlhalla.
Mallhalla
Imperial Chest is now available to open in Mallhalla with three exclusive skins.
Death Adder Hattori
Warrior Spirit Kor
Yakuza Koji
Space Dogfighter Vraxx - “The lore is strong with this one.”
We've heard feedback from several players asking us to reconsider the loss of mobility when a dodge is canceled into a wall. Movement from the dodge has been added back.
When a dodge is canceled on wall collision, it now keeps the movement of the dodge and only loses invulnerability.
Animation Improvements
Adjusted Teros Down Axe charge up pose to improve individuality and identification when compared to his other Axe signatures.
Animation adjustments to Teros Down Axe Sig.
Smoothing adjustments to Vraxx Select Screen animations.
User Interface
Main menu now retains cursor memory instead of always resetting back to the "Online" option.
Casual online options view has been updated to a new visual motif.
Updated the Report Bug screen to include a link to the Brawlhalla support website (brawlhalla.com/support/).
Main menu button options and tiles scaled up to better fit the empty space in the initial main menu view.
The scoreboard screen at the end of online games now shows your room number.
Updated UI menu background art to closer match the original aesthetic.
Controller Support
Dual analog controllers with sticks that click (e.g., Xbox and Playstation controllers) can now frame step in Training Mode and Replays.
Clicking both sticks at the same time will pause/play.
Clicking the left stick while paused will step back.
Clicking the right stick while paused will step forward.
The old way of frame stepping with a controller in replays will also still work (right stick up or down to pause, right stick left to play backwards, right stick right to play forwards).
Multikeyboard Support
Chatting now works properly with Multikeyboard enabled.
Added frame-stepping support for Multikeyboard (same as normal: F5 step back, F6 step forward, F7 play).
New Legend Rotation
This week’s Legend Rotation features Ada, Asuri, Azoth, Cassidy, Scarlet, and Wu Shang.
Bug Fixes
Fixed missing color swaps on Darkheart weapon set.
Fixed bug where screen shake was too intense on a thrown Proximity Mine hit.
Fixed a bug where resetting your keyboard controls while in Training mode would leave you unable to use the frame stepping commands.
Fixed a bug where colors were not always what you'd expect when either switching from teams to FFA or when switching to or from Strikeout/Switchcraft to another mode where you select only one Legend.
Fixed a bug where the camera would lock to the top of the screen instead of centering itself when playing a fixed camera game mode (Catch Bombs Training, Bombsketball, DodgeBomb, etc) with a screen ratio that is wider than 16:9.
Fixed a bug in training mode where any gadget given to a bot could not be picked up by the player if they knocked it out of the bot's hands.
Fixed a bug where the host of a game that forces teams on (e.g., Brawlball) could never start the game if his or her team had one fewer player than the opposing team.
Welcome to Patch 2.53! We have a number of new items, user interface improvements, controller support, multikeyboard improvements, and bug fixes in this patch. While you enjoy this week we’re working hard on preparing Mordex and a number of other huge updates to next week’s patch! Don’t forget to swing by our Dev Streams on Tuesday, Thursday, and Friday at 1PM ET on twitch.tv/brawlhalla to get a preview on what’s coming up with Brawlhalla.
Mallhalla
Imperial Chest is now available to open in Mallhalla with three exclusive skins.
Death Adder Hattori
Warrior Spirit Kor
Yakuza Koji
Space Dogfighter Vraxx - “The lore is strong with this one.”
We've heard feedback from several players asking us to reconsider the loss of mobility when a dodge is canceled into a wall. Movement from the dodge has been added back.
When a dodge is canceled on wall collision, it now keeps the movement of the dodge and only loses invulnerability.
Animation Improvements
Adjusted Teros Down Axe charge up pose to improve individuality and identification when compared to his other Axe signatures.
Animation adjustments to Teros Down Axe Sig.
Smoothing adjustments to Vraxx Select Screen animations.
User Interface
Main menu now retains cursor memory instead of always resetting back to the "Online" option.
Casual online options view has been updated to a new visual motif.
Updated the Report Bug screen to include a link to the Brawlhalla support website (brawlhalla.com/support/).
Main menu button options and tiles scaled up to better fit the empty space in the initial main menu view.
The scoreboard screen at the end of online games now shows your room number.
Updated UI menu background art to closer match the original aesthetic.
Controller Support
Dual analog controllers with sticks that click (e.g., Xbox and Playstation controllers) can now frame step in Training Mode and Replays.
Clicking both sticks at the same time will pause/play.
Clicking the left stick while paused will step back.
Clicking the right stick while paused will step forward.
The old way of frame stepping with a controller in replays will also still work (right stick up or down to pause, right stick left to play backwards, right stick right to play forwards).
Multikeyboard Support
Chatting now works properly with Multikeyboard enabled.
Added frame-stepping support for Multikeyboard (same as normal: F5 step back, F6 step forward, F7 play).
New Legend Rotation
This week’s Legend Rotation features Ada, Asuri, Azoth, Cassidy, Scarlet, and Wu Shang.
Bug Fixes
Fixed missing color swaps on Darkheart weapon set.
Fixed bug where screen shake was too intense on a thrown Proximity Mine hit.
Fixed a bug where resetting your keyboard controls while in Training mode would leave you unable to use the frame stepping commands.
Fixed a bug where colors were not always what you'd expect when either switching from teams to FFA or when switching to or from Strikeout/Switchcraft to another mode where you select only one Legend.
Fixed a bug where the camera would lock to the top of the screen instead of centering itself when playing a fixed camera game mode (Catch Bombs Training, Bombsketball, DodgeBomb, etc) with a screen ratio that is wider than 16:9.
Fixed a bug in training mode where any gadget given to a bot could not be picked up by the player if they knocked it out of the bot's hands.
Fixed a bug where the host of a game that forces teams on (e.g., Brawlball) could never start the game if his or her team had one fewer player than the opposing team.
Welcome to Season 4! In this update we’re delivering rewards for Season 3 and bring in a ton of new balance changes, gameplay improvements, and graduated test features to bring in the new Season. Thank you everyone for your feedback over the last 12 weeks of Season 3, and we look forward to seeing you on the Ranked ladders in Brawlhalla.
New Items In Mallhalla
KO Effect: Thor’s Applause - “What’s the sound of one god clapping?”
Season Changeover and Glory Rewards!
Season 3 has officially come to a close and Season 4 has begun!
Season 3 rewards have been delivered! Check your inventories for avatars, borders, and Glory to spend in Mallhalla.
Soft Elo Reset
Taking into account user feedback, we decided to go with a less aggressive Elo squash. This should reduce the frustration of playing early in the season against more skilled players and create better matchmaking for everyone.
Your tiers (gold, platinum, etc) and your best rating have been adjusted accordingly
1v1 and 2v2 Personal Rating
Under 1400: New Elo = Old Elo
Over 1400: New Elo = 1400 + (Old Elo – 1400) / (3 – (3000 – Old Elo) / 800)
2v2 Team and Legend Rating
2v2 Team & Legend Ratings have been brought closer to 750.
Under 2000: Elo = (Elo + 375) / 1.5
Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
Glory Earnings Calculation
Glory earned is based on a combination of your Peak Rating (highest 1v1, 2v2, team, or Legend rating/elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory.
You gain 20 Glory per win up to 150 wins which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less.
There is a minimum requirement of 10 games played to be eligible for Glory based on your rating.
Ranked Borders from Season 3.
If you placed in gold or better in your best rating, you are given a ranked border that people will see in the match preview screen. There is a ranked border for gold, platinum, and diamond tiers. These will last for one season and will be updated again after Season 4.
Your border from Season 2 does not carry over or have any impact on your Season 3 border.
Ranked Avatars from Season 3
Ranked Avatars will be rewarded, this time with prestigious versions for those who’ve placed in high ranks during previous seasons. For example, if you placed in Platinum last season and Gold this season you’ll receive the upgraded versions of the Competitor’s Badge and Gold Emblem. You will still have your original Platinum Emblem avatar from Season 2.
Competitor’s Badge: Awarded to anyone who plays 10 Ranked Games or more.
Gold Emblem: Awarded to players who finish at Gold or above.
Platinum Emblem: Awarded to players who finish at Platinum or above.
Diamond Emblem: Awarded to players who finish at Diamond.
Upgraded versions of Ranked Avatars are awarded to those who have earned the same Avatar in Seasons 1-3.
Multikeyboard Support for Local Play
Windows (7 or later) players can now have multiple keyboard players on the same machine.
To enable multiple keyboards, right-click on Brawlhalla in your Steam library, go to ‘Properties’, click the ‘Set Launch Options…’ button, and add ‘-multikeyboard.’
When Multikeyboard is enabled, keybinds are saved separately from your normal keybinds, and they are saved per keyboard per USB port.
You cannot play with a mouse while using Multikeyboard unless you pair it to a keyboard. To pair a mouse with a keyboard when Multikeyboard is on, hold down the 'M' and 'O' keys on your keyboard and then right click with your mouse. You can do this at any point once the game client is running, but it's easiest to see that it's working from the controls screen. For example, if your keyboard appears as "KB 24F0-0101" on the tabs on the left side of the screen, it should change to "KBM 24F0-0101" once a mouse is paired.
Even after being paired with a keyboard, the mouse cannot be used to select a Legend in the select screen or to vote for/strike a map in the map select screen.
Frame stepping in replays and the training room does not yet work with Multikeyboard enabled.
Movement
Increased Run Speed is the closest to unanimously positive feedback a Test Feature has gotten, so we wanted to make it work despite some potential pitfalls.
Difference in speed between Legends has been narrowed since it was first introduced to keep low speed Legends from feeling inviable after the change. We've toned down the increase to air speed to give some extra edge in mobility to a grounded player against an airborne one.
A number of older Signatures have been given increased travel speed to account for the faster movement of their targets. We’ll be watching to see whether this round of changes is working as intended, and may give a similar treatment to several other Signatures before long.
Increased Grounded Run Speed by 15%. (Graduated from Test Features)
Increased Aerial Run Speed by 10%.
For the following Signatures, increased travel speed to push their effective threat farther forward and make them harder to outrun.
Asuri Side Sword - Increased travel speed during the charge.
Azoth Side Axe - Increased travel speed before the first hit.
Barraza Side Blasters - Slightly increased travel speed throughout the power duration.
Bodvar Side Hammer - Increased travel speed before the first hit.
Brynn Side Spear - Slightly increased travel speed throughout the power duration.
Cassidy Down Hammer - Slightly increased travel speed throughout the power duration.
Diana Side Blasters - Increased travel speed before the first hit.
Ember Side Bow - Increased travel speed at the start of the leap.
Gnash Side Spear - Increased travel speed before the first hit.
Jhala Side Sword - Increased travel speed before the first hit.
Kor Down Hammer - Slightly increased travel speed while rolling along the ground.
Lucien Down Katar - Increased travel speed before the first hit.
Nai Side Katar - Increased travel speed before the first hit.
Thatch Side Sword - Slightly increased travel speed throughout the power duration.
Teros Side Axe - Slightly increased travel speed throughout the power duration.
Ulgrim Side Lance - Slightly increased travel speed throughout the power duration.
Vraxx Side Lance - Increased travel speed before the first hit.
Speed Dodge
We've pulled in Speed Dodges in a few ways, building on the last round of Test Features.
The number of consecutive dodges have been lowered to two, reducing the total amount of time a player can spend invulnerable and limiting their options after the chain.
Invulnerability frames when canceling an attack have been lowered to create a more standard window of vulnerability before the hit. This should help address concerns that weapon kits with faster startup times benefit more from Speed Dodges.
The addition of vertical Chain Dodges adds some extra utility to the feature, giving some new options for pursuing a jumping opponent or approaching around corners.
Number of consecutive dodges when performing a chain dodge reduced from three to two. (Graduated from Test Features)
Chaining a speed dodge directly upwards or downwards no longer slows to a normal dodge like chaining backwards does. (Graduated from Test Features)
Invulnerability frames when canceling a Speed Dodge into an attack now end three frames before the first hitbox. (Max 10 frames, min 1 frame)
Gadgets and Item Spawning
Item Spawning at the start of Sudden Death can be frustrating. We've updated that behavior to be more consistent and ensure it places players on even footing.
Item spawning logic at the beginning of Sudden Death now mirrors the logic at the beginning of the match, i.e., a weapon will spawn in the middle for 1v1, and each team will get a weapon spawned in 2v2.
The rewards for landing a bomb hit have been reduced. We've made some changes to how it directs Force and given a penalty to downward Force to dial down the high variance in whether a bomb is lethal between on and offstage play.
Bouncy Bomb: Decreased Damage from 30 to 20; Decreased Fixed Force from 76 to 60; Decreased Variable Force by 32%; An additional 25% Force reduction is now applied to downward Force; The Force applied by Bombs is no longer constrained to 45 degree angles; Decreased Stun from 31 to 26.
Proximity Mines have also lost some overall reward, and have been reworked so that they only explode once stuck to a surface. This should push their use case farther from Bombs as well as reduce risk for aggression against a player holding a mine.
It should also be clearer now when a planted mine is expiring and when it’s no longer active.
Proximity Mine: Decreased Damage from 30 to 25; Decreased Force from 75 Variable/64 Fixed to 45 Variable/64 Fixed.
Proximity Mines now only explode once planted. If they hit a target while thrown, they do roughly as much Force and Damage as a thrown Horn.
Instead of fading out like thrown weapons, armed Proximity Mines now flash white when they're about to expire the same way that other gadgets do when they're about to expire. This fixes the bug where fading mines could still be triggered and explode, and it also does a better job of indicating when an armed mine is about to expire.
Modified Test Features:
There's been some pushback against the latest incarnation of fall speed changes. We’ve swapped out the increased gravity and the other changes needed to support it, and are trying a simpler jump reduction instead.
Upward Jump Impulse for ground and air reduced from 59 to 57.
Wall Jump Impulse reduced from 55 to 50.
Removed: Increased fall and fastfall speeds by 15%.
Removed: Increased upward jump impulse from 59 to 62.5.
Removed: Increased jump startup from 2 to 4.
Remaining in Test Features:
Final polish for this feature is still being worked on, but we believe it’s a good change.
Gadgets telegraph for about a second before spawning in, the same as weapon drops. They use a blue highlight as a placeholder for a spawn-in animation.
Balance Improvements
A new season brings fresh changes and many new possibilities to explore! This time around we have updated the existing strings and combos for the older weapons in an effort to bring them up to speed with the more recent releases. That means focusing on setup attacks within the weapon’s kit that lead well into subsequent attacks by leaving the opponent within close reach to continue the fight. We have primarily taken some of the softer hitting attacks that would not reasonably score knockouts, and given them a new purpose for a more cohesive moveset. We have also laid out several changes to reign in the overperforming weapons, primarily Scythe and Katars.
Sword
The Sword will see a shift in KO potential from an aerial light attack, into the aerial heavy attack. This serves to emphasize the resource use of a Recovery attack, while also lending the Neutral Air to better use in early strings. The Neutral Light will lean into its role as a defensive attack with later rewards, resulting in greater Force and Damage to send an opponent flying. The Side Light has had its Force reworked to continue serving its use as an early string component at all stages of a brawl.
Sword Neutral Light: Decreased Damage from 17 to 15; Increased Force from 30 Variable/40 Fixed to 35 Variable/45 Fixed.
Sword Side Light: Changed Force of final hit from 20 Variable/72 Fixed to 0 Variable/75 Fixed; Decreased Stun from 16 to 14; Slightly raised angle of knockback.
Sword Down Light: Decreased Stun from 31 to 19; Decreased Force from 5 Variable/60 Fixed to 0 Variable/60 Fixed.
Sword Recovery: Increased Force from 32 Variable/55 Fixed to 40 Variable/55 Fixed.
Sword Neutral Air: Decreased Force from 44 Variable/50 Fixed to 38 Variable/50 Fixed; Decreased Damage from 20 to 18.
Hammer
The Hammer changes begin with updating the Side Light, Recovery, and Down Air to better serve in combos and strings, similar in use as many currently popular strings in the kit. While we have created new and more reliable string routes, we have also toned down many of the attacks upon which the previous routes hinged, as Hammer has proven to be a devastating weapon in tournament play.
Hammer Neutral Light: Increased Time to Hit from 4 to 5.
Hammer Side Light: Changed Force from 31~22 Variable/55~35 Fixed to 5 Variable/75~55 Fixed; Increased Stun from 21 to 23; Decreased Damage from 20 to 15.
Hammer Down Light: Decreased Stun from 33 to 25.
Hammer Side Air: Decreased Stun from 25 to 23.
Hammer Neutral Air: Decreased Damage from 25 to 22.
Hammer Recovery: Decreased Self Impulse from -78 to -70; Increased Damage from 12 to 15; Decreased Force from 40 Variable/50 Fixed to 38 Variable/48 Fixed.
Hammer Down Air: Decreased Force from 50 Variable/50 Fixed to 35 Variable/50 Fixed.
Blasters
High damage and range have always been an integral part of the Blasters identity, however many situations would leave them wanting for possible followup attacks. The Neutral and Side Light attacks have been molded into more consistent setup tools on the ground, while the Down Air will see an increase in both off-stage reward and on-stage string usage.
Blasters Neutral Light: Increased Stun from 18 to 20; Changed Force from 5 Variable/50 Fixed to 0 Variable/52 Fixed; Decreased Damage from 23 to 21.
Blasters Side Light: Decreased Force from 10 Variable/55 Fixed to 5 Variable/40 Fixed; Angled knockback to be more vertical; Decreased Stun from 23 to 20.
Blasters Down Air: Increased Force from 23 Variable/35 Fixed to 35 Variable/40 Fixed; Angled knockback to be more vertical; Decreased Stun from 19 to 18.
Spear
While spear continues to be a popular weapon, there were a few inconsistent moves in its kit that lead to frustrating situations despite good decisions by players. These adjustments should make spear play more consistent in a variety of situations.
Spear Down Light: Decreased Force from 11 Variable/50 Fixed to 5 Variable/50 Fixed.
Spear Down Air: Decreased Self Impulse on hit by 10%.
Spear Neutral Air: The multi-hit portion now pulls the target inward before the final hit, resulting in more consistent setup locations.
Rocket Lance
The Rocket Lance has also received improved string potential, while still maintaining most of the current set. Similar to the Sword Neutral Light, the Lance Neutral Light now emphasizes its use as a defensive option to force opponent’s off of the user. The remaining grounded light attacks now serve as more consistent string and combo starters, with increased KO potential in the air kit for more cohesive gameplay. In exchange for the improved ability for strings, some of the reward and combo leniency has been reduced in the form of decreased Damage and Stun.
Rocket Lance Neutral Light: Increased Force from 28 Variable/49 Fixed to 40 Variable/43 Fixed; Increased Stun from 23 to 25; Slightly lowered angle of knockback to be more horizontal.
Rocket Lance Side Light: Decreased Stun from 30 to 18; Decreased Force from 5 Variable/56 Fixed to 0 Variable/48 Fixed.
Rocket Lance Down Light: Decreased Force from 8 Variable/50 Fixed to 4 Variable/45 Fixed; Decreased Stun from 23 to 22; Decreased Damage from 23 to 18.
Rocket Lance Side Air: Changed Force from 36 Variable/67 Fixed to 39 Variable/65 Fixed.
Katar
Katars have been a dominant force in competitive Brawlhalla, and proved to be a mainstay despite previous attempts to bring the weapon in line with others. With these changes, Katars should feel less oppressive to fight against, while still allowing strong play from those who wield them well.
Katar Neutral Light: Decreased Damage from 15 to 13; Increased Time to Hit from 5 to 6.
Katar Side Light: Decreased Damage from 13 to 11; Increased Time to Hit from 5 to 7; Decreased Stun from 21 to 20.
Katar Down Light: Decreased Damage from 11 to 10; Decreased Stun from 24 to a range of 22~16.
Katar Neutral Air: Increased Recovery on miss from 0 Fixed/22 Variable to 3 Fixed/22 Variable; Decreased Damage from 12 to 11.
Katar Recovery: Decreased Damage from 20 to 18.
Bow
A fairly major shift for bow routes is implemented here, focusing on the Side Light for increased combo potential. The Down Light receives a boost to use as a setup tool and neutral game poke, as the reduced Stun makes it a string starter with dodge windows available after the attack connects. Bow users would do well to hone their dodge punishes, while enjoying the new rewards the Side Light offers.
Bow Side Light: Changed Force from 30 Variable/39 Fixed to 0 Variable/52 Fixed; Increased Stun from 18 to 19; Decreased Damage from 21 to 18.
Bow Down Light: Increased Damage from 10 to 12; Decreased Time to Hit from 17 to 16; Decreased Stun from 26 to 18.
Axe
We have moved the Axe more towards its identity as a larger heavy hitting weapon, with increased Time to Hit on the aerial kit following with increased Damage. The dodge windows within strings have been widened accordingly, while we have also increased the use of the Down Air as a stringable attack by decreasing the force for more stable knockback on-stage.
Axe Side Light: Decreased Stun from 30 to 28; Increased Damage from 11 to 13.
Axe Side Air: Increased Time to Hit from 14 to 16; Increased Damage from 17 to 19.
Axe Neutral Air: Increased Time to Hit from 14 to 15; Increased Damage of the soft hit from 12 to 14.
Axe Down Air: Increased Time to Hit from 14 to 15; Decreased initial Force from 40 Variable/62 Fixed to 38 Variable/60 Fixed.
Scythe
The Scythe has been a hot topic of debate, with strong showings in the Circuit. We have increased the time between the rotation of attacks by adding Time to Hit and Recover time on some of the quicker attacks in the kit. We have also slowed the Damage build slightly on several key attacks, as well as decreasing the KO potential of the Recovery attack given how well the attack covers the user.
Scythe Side Light: Increased Recover on miss from 12 Variable/0 Fixed to 12 Variable/1 Fixed; Increased Time to Hit from 6 to 7.
Scythe Neutral Air: Increased Time to Hit from 11 to 12; Increased Recover on miss from 20 Variable/1 Fixed to 20 Variable/2 Fixed.
Scythe Down Air: Decreased Damage from 16 to 15.
Scythe Down Light: Decreased Damage of the normal release from 16 to 14.
Scythe Recovery: Decreased Damage from 20 to 18; Decreased Force from 46 Variable/65 Fixed to 44 Variable/62 Fixed.
Gauntlets
We have slightly improved the Gauntlets string potential with increased Stun on the Down Air, for stronger pressure both on and off-stage. Some Damage increases to key moves in the kit round out the changes, as we suspect Gauntlets users will have an easier time finding those openings for their impressive strings with the movement and dodge changes going live with this patch.
Gauntlets Side Light: Increased Damage from 13 to 14.
Gauntlets Down Air: Increased Stun from 18 to 19.
Gauntlets Neutral Air: Increased Damage from 10 to 12.
New Weekly Legend Rotation
This week’s new Legend Rotation features Diana, Gnash, Hattori, Lucien, Val, and Ulgrim.
Bug Fixes
Fixed a rare bug where the camera would sometimes suddenly zoom out to full view in the middle of gameplay. This would happen most frequently on Mammoth Fortress. (Credit: GraverageGaming)
Welcome to Season 4! In this update we’re delivering rewards for Season 3 and bring in a ton of new balance changes, gameplay improvements, and graduated test features to bring in the new Season. Thank you everyone for your feedback over the last 12 weeks of Season 3, and we look forward to seeing you on the Ranked ladders in Brawlhalla.
New Items In Mallhalla
KO Effect: Thor’s Applause - “What’s the sound of one god clapping?”
Season Changeover and Glory Rewards!
Season 3 has officially come to a close and Season 4 has begun!
Season 3 rewards have been delivered! Check your inventories for avatars, borders, and Glory to spend in Mallhalla.
Soft Elo Reset
Taking into account user feedback, we decided to go with a less aggressive Elo squash. This should reduce the frustration of playing early in the season against more skilled players and create better matchmaking for everyone.
Your tiers (gold, platinum, etc) and your best rating have been adjusted accordingly
1v1 and 2v2 Personal Rating
Under 1400: New Elo = Old Elo
Over 1400: New Elo = 1400 + (Old Elo – 1400) / (3 – (3000 – Old Elo) / 800)
2v2 Team and Legend Rating
2v2 Team & Legend Ratings have been brought closer to 750.
Under 2000: Elo = (Elo + 375) / 1.5
Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
Glory Earnings Calculation
Glory earned is based on a combination of your Peak Rating (highest 1v1, 2v2, team, or Legend rating/elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory.
You gain 20 Glory per win up to 150 wins which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less.
There is a minimum requirement of 10 games played to be eligible for Glory based on your rating.
Ranked Borders from Season 3.
If you placed in gold or better in your best rating, you are given a ranked border that people will see in the match preview screen. There is a ranked border for gold, platinum, and diamond tiers. These will last for one season and will be updated again after Season 4.
Your border from Season 2 does not carry over or have any impact on your Season 3 border.
Ranked Avatars from Season 3
Ranked Avatars will be rewarded, this time with prestigious versions for those who’ve placed in high ranks during previous seasons. For example, if you placed in Platinum last season and Gold this season you’ll receive the upgraded versions of the Competitor’s Badge and Gold Emblem. You will still have your original Platinum Emblem avatar from Season 2.
Competitor’s Badge: Awarded to anyone who plays 10 Ranked Games or more.
Gold Emblem: Awarded to players who finish at Gold or above.
Platinum Emblem: Awarded to players who finish at Platinum or above.
Diamond Emblem: Awarded to players who finish at Diamond.
Upgraded versions of Ranked Avatars are awarded to those who have earned the same Avatar in Seasons 1-3.
Multikeyboard Support for Local Play
Windows (7 or later) players can now have multiple keyboard players on the same machine.
To enable multiple keyboards, right-click on Brawlhalla in your Steam library, go to ‘Properties’, click the ‘Set Launch Options…’ button, and add ‘-multikeyboard.’
When Multikeyboard is enabled, keybinds are saved separately from your normal keybinds, and they are saved per keyboard per USB port.
You cannot play with a mouse while using Multikeyboard unless you pair it to a keyboard. To pair a mouse with a keyboard when Multikeyboard is on, hold down the 'M' and 'O' keys on your keyboard and then right click with your mouse. You can do this at any point once the game client is running, but it's easiest to see that it's working from the controls screen. For example, if your keyboard appears as "KB 24F0-0101" on the tabs on the left side of the screen, it should change to "KBM 24F0-0101" once a mouse is paired.
Even after being paired with a keyboard, the mouse cannot be used to select a Legend in the select screen or to vote for/strike a map in the map select screen.
Frame stepping in replays and the training room does not yet work with Multikeyboard enabled.
Movement
Increased Run Speed is the closest to unanimously positive feedback a Test Feature has gotten, so we wanted to make it work despite some potential pitfalls.
Difference in speed between Legends has been narrowed since it was first introduced to keep low speed Legends from feeling inviable after the change. We've toned down the increase to air speed to give some extra edge in mobility to a grounded player against an airborne one.
A number of older Signatures have been given increased travel speed to account for the faster movement of their targets. We’ll be watching to see whether this round of changes is working as intended, and may give a similar treatment to several other Signatures before long.
Increased Grounded Run Speed by 15%. (Graduated from Test Features)
Increased Aerial Run Speed by 10%.
For the following Signatures, increased travel speed to push their effective threat farther forward and make them harder to outrun.
Asuri Side Sword - Increased travel speed during the charge.
Azoth Side Axe - Increased travel speed before the first hit.
Barraza Side Blasters - Slightly increased travel speed throughout the power duration.
Bodvar Side Hammer - Increased travel speed before the first hit.
Brynn Side Spear - Slightly increased travel speed throughout the power duration.
Cassidy Down Hammer - Slightly increased travel speed throughout the power duration.
Diana Side Blasters - Increased travel speed before the first hit.
Ember Side Bow - Increased travel speed at the start of the leap.
Gnash Side Spear - Increased travel speed before the first hit.
Jhala Side Sword - Increased travel speed before the first hit.
Kor Down Hammer - Slightly increased travel speed while rolling along the ground.
Lucien Down Katar - Increased travel speed before the first hit.
Nai Side Katar - Increased travel speed before the first hit.
Thatch Side Sword - Slightly increased travel speed throughout the power duration.
Teros Side Axe - Slightly increased travel speed throughout the power duration.
Ulgrim Side Lance - Slightly increased travel speed throughout the power duration.
Vraxx Side Lance - Increased travel speed before the first hit.
Speed Dodge
We've pulled in Speed Dodges in a few ways, building on the last round of Test Features.
The number of consecutive dodges have been lowered to two, reducing the total amount of time a player can spend invulnerable and limiting their options after the chain.
Invulnerability frames when canceling an attack have been lowered to create a more standard window of vulnerability before the hit. This should help address concerns that weapon kits with faster startup times benefit more from Speed Dodges.
The addition of vertical Chain Dodges adds some extra utility to the feature, giving some new options for pursuing a jumping opponent or approaching around corners.
Number of consecutive dodges when performing a chain dodge reduced from three to two. (Graduated from Test Features)
Chaining a speed dodge directly upwards or downwards no longer slows to a normal dodge like chaining backwards does. (Graduated from Test Features)
Invulnerability frames when canceling a Speed Dodge into an attack now end three frames before the first hitbox. (Max 10 frames, min 1 frame)
Gadgets and Item Spawning
Item Spawning at the start of Sudden Death can be frustrating. We've updated that behavior to be more consistent and ensure it places players on even footing.
Item spawning logic at the beginning of Sudden Death now mirrors the logic at the beginning of the match, i.e., a weapon will spawn in the middle for 1v1, and each team will get a weapon spawned in 2v2.
The rewards for landing a bomb hit have been reduced. We've made some changes to how it directs Force and given a penalty to downward Force to dial down the high variance in whether a bomb is lethal between on and offstage play.
Bouncy Bomb: Decreased Damage from 30 to 20; Decreased Fixed Force from 76 to 60; Decreased Variable Force by 32%; An additional 25% Force reduction is now applied to downward Force; The Force applied by Bombs is no longer constrained to 45 degree angles; Decreased Stun from 31 to 26.
Proximity Mines have also lost some overall reward, and have been reworked so that they only explode once stuck to a surface. This should push their use case farther from Bombs as well as reduce risk for aggression against a player holding a mine.
It should also be clearer now when a planted mine is expiring and when it’s no longer active.
Proximity Mine: Decreased Damage from 30 to 25; Decreased Force from 75 Variable/64 Fixed to 45 Variable/64 Fixed.
Proximity Mines now only explode once planted. If they hit a target while thrown, they do roughly as much Force and Damage as a thrown Horn.
Instead of fading out like thrown weapons, armed Proximity Mines now flash white when they're about to expire the same way that other gadgets do when they're about to expire. This fixes the bug where fading mines could still be triggered and explode, and it also does a better job of indicating when an armed mine is about to expire.
Modified Test Features:
There's been some pushback against the latest incarnation of fall speed changes. We’ve swapped out the increased gravity and the other changes needed to support it, and are trying a simpler jump reduction instead.
Upward Jump Impulse for ground and air reduced from 59 to 57.
Wall Jump Impulse reduced from 55 to 50.
Removed: Increased fall and fastfall speeds by 15%.
Removed: Increased upward jump impulse from 59 to 62.5.
Removed: Increased jump startup from 2 to 4.
Remaining in Test Features:
Final polish for this feature is still being worked on, but we believe it’s a good change.
Gadgets telegraph for about a second before spawning in, the same as weapon drops. They use a blue highlight as a placeholder for a spawn-in animation.
Balance Improvements
A new season brings fresh changes and many new possibilities to explore! This time around we have updated the existing strings and combos for the older weapons in an effort to bring them up to speed with the more recent releases. That means focusing on setup attacks within the weapon’s kit that lead well into subsequent attacks by leaving the opponent within close reach to continue the fight. We have primarily taken some of the softer hitting attacks that would not reasonably score knockouts, and given them a new purpose for a more cohesive moveset. We have also laid out several changes to reign in the overperforming weapons, primarily Scythe and Katars.
Sword
The Sword will see a shift in KO potential from an aerial light attack, into the aerial heavy attack. This serves to emphasize the resource use of a Recovery attack, while also lending the Neutral Air to better use in early strings. The Neutral Light will lean into its role as a defensive attack with later rewards, resulting in greater Force and Damage to send an opponent flying. The Side Light has had its Force reworked to continue serving its use as an early string component at all stages of a brawl.
Sword Neutral Light: Decreased Damage from 17 to 15; Increased Force from 30 Variable/40 Fixed to 35 Variable/45 Fixed.
Sword Side Light: Changed Force of final hit from 20 Variable/72 Fixed to 0 Variable/75 Fixed; Decreased Stun from 16 to 14; Slightly raised angle of knockback.
Sword Down Light: Decreased Stun from 31 to 19; Decreased Force from 5 Variable/60 Fixed to 0 Variable/60 Fixed.
Sword Recovery: Increased Force from 32 Variable/55 Fixed to 40 Variable/55 Fixed.
Sword Neutral Air: Decreased Force from 44 Variable/50 Fixed to 38 Variable/50 Fixed; Decreased Damage from 20 to 18.
Hammer
The Hammer changes begin with updating the Side Light, Recovery, and Down Air to better serve in combos and strings, similar in use as many currently popular strings in the kit. While we have created new and more reliable string routes, we have also toned down many of the attacks upon which the previous routes hinged, as Hammer has proven to be a devastating weapon in tournament play.
Hammer Neutral Light: Increased Time to Hit from 4 to 5.
Hammer Side Light: Changed Force from 31~22 Variable/55~35 Fixed to 5 Variable/75~55 Fixed; Increased Stun from 21 to 23; Decreased Damage from 20 to 15.
Hammer Down Light: Decreased Stun from 33 to 25.
Hammer Side Air: Decreased Stun from 25 to 23.
Hammer Neutral Air: Decreased Damage from 25 to 22.
Hammer Recovery: Decreased Self Impulse from -78 to -70; Increased Damage from 12 to 15; Decreased Force from 40 Variable/50 Fixed to 38 Variable/48 Fixed.
Hammer Down Air: Decreased Force from 50 Variable/50 Fixed to 35 Variable/50 Fixed.
Blasters
High damage and range have always been an integral part of the Blasters identity, however many situations would leave them wanting for possible followup attacks. The Neutral and Side Light attacks have been molded into more consistent setup tools on the ground, while the Down Air will see an increase in both off-stage reward and on-stage string usage.
Blasters Neutral Light: Increased Stun from 18 to 20; Changed Force from 5 Variable/50 Fixed to 0 Variable/52 Fixed; Decreased Damage from 23 to 21.
Blasters Side Light: Decreased Force from 10 Variable/55 Fixed to 5 Variable/40 Fixed; Angled knockback to be more vertical; Decreased Stun from 23 to 20.
Blasters Down Air: Increased Force from 23 Variable/35 Fixed to 35 Variable/40 Fixed; Angled knockback to be more vertical; Decreased Stun from 19 to 18.
Spear
While spear continues to be a popular weapon, there were a few inconsistent moves in its kit that lead to frustrating situations despite good decisions by players. These adjustments should make spear play more consistent in a variety of situations.
Spear Down Light: Decreased Force from 11 Variable/50 Fixed to 5 Variable/50 Fixed.
Spear Down Air: Decreased Self Impulse on hit by 10%.
Spear Neutral Air: The multi-hit portion now pulls the target inward before the final hit, resulting in more consistent setup locations.
Rocket Lance
The Rocket Lance has also received improved string potential, while still maintaining most of the current set. Similar to the Sword Neutral Light, the Lance Neutral Light now emphasizes its use as a defensive option to force opponent’s off of the user. The remaining grounded light attacks now serve as more consistent string and combo starters, with increased KO potential in the air kit for more cohesive gameplay. In exchange for the improved ability for strings, some of the reward and combo leniency has been reduced in the form of decreased Damage and Stun.
Rocket Lance Neutral Light: Increased Force from 28 Variable/49 Fixed to 40 Variable/43 Fixed; Increased Stun from 23 to 25; Slightly lowered angle of knockback to be more horizontal.
Rocket Lance Side Light: Decreased Stun from 30 to 18; Decreased Force from 5 Variable/56 Fixed to 0 Variable/48 Fixed.
Rocket Lance Down Light: Decreased Force from 8 Variable/50 Fixed to 4 Variable/45 Fixed; Decreased Stun from 23 to 22; Decreased Damage from 23 to 18.
Rocket Lance Side Air: Changed Force from 36 Variable/67 Fixed to 39 Variable/65 Fixed.
Katar
Katars have been a dominant force in competitive Brawlhalla, and proved to be a mainstay despite previous attempts to bring the weapon in line with others. With these changes, Katars should feel less oppressive to fight against, while still allowing strong play from those who wield them well.
Katar Neutral Light: Decreased Damage from 15 to 13; Increased Time to Hit from 5 to 6.
Katar Side Light: Decreased Damage from 13 to 11; Increased Time to Hit from 5 to 7; Decreased Stun from 21 to 20.
Katar Down Light: Decreased Damage from 11 to 10; Decreased Stun from 24 to a range of 22~16.
Katar Neutral Air: Increased Recovery on miss from 0 Fixed/22 Variable to 3 Fixed/22 Variable; Decreased Damage from 12 to 11.
Katar Recovery: Decreased Damage from 20 to 18.
Bow
A fairly major shift for bow routes is implemented here, focusing on the Side Light for increased combo potential. The Down Light receives a boost to use as a setup tool and neutral game poke, as the reduced Stun makes it a string starter with dodge windows available after the attack connects. Bow users would do well to hone their dodge punishes, while enjoying the new rewards the Side Light offers.
Bow Side Light: Changed Force from 30 Variable/39 Fixed to 0 Variable/52 Fixed; Increased Stun from 18 to 19; Decreased Damage from 21 to 18.
Bow Down Light: Increased Damage from 10 to 12; Decreased Time to Hit from 17 to 16; Decreased Stun from 26 to 18.
Axe
We have moved the Axe more towards its identity as a larger heavy hitting weapon, with increased Time to Hit on the aerial kit following with increased Damage. The dodge windows within strings have been widened accordingly, while we have also increased the use of the Down Air as a stringable attack by decreasing the force for more stable knockback on-stage.
Axe Side Light: Decreased Stun from 30 to 28; Increased Damage from 11 to 13.
Axe Side Air: Increased Time to Hit from 14 to 16; Increased Damage from 17 to 19.
Axe Neutral Air: Increased Time to Hit from 14 to 15; Increased Damage of the soft hit from 12 to 14.
Axe Down Air: Increased Time to Hit from 14 to 15; Decreased initial Force from 40 Variable/62 Fixed to 38 Variable/60 Fixed.
Scythe
The Scythe has been a hot topic of debate, with strong showings in the Circuit. We have increased the time between the rotation of attacks by adding Time to Hit and Recover time on some of the quicker attacks in the kit. We have also slowed the Damage build slightly on several key attacks, as well as decreasing the KO potential of the Recovery attack given how well the attack covers the user.
Scythe Side Light: Increased Recover on miss from 12 Variable/0 Fixed to 12 Variable/1 Fixed; Increased Time to Hit from 6 to 7.
Scythe Neutral Air: Increased Time to Hit from 11 to 12; Increased Recover on miss from 20 Variable/1 Fixed to 20 Variable/2 Fixed.
Scythe Down Air: Decreased Damage from 16 to 15.
Scythe Down Light: Decreased Damage of the normal release from 16 to 14.
Scythe Recovery: Decreased Damage from 20 to 18; Decreased Force from 46 Variable/65 Fixed to 44 Variable/62 Fixed.
Gauntlets
We have slightly improved the Gauntlets string potential with increased Stun on the Down Air, for stronger pressure both on and off-stage. Some Damage increases to key moves in the kit round out the changes, as we suspect Gauntlets users will have an easier time finding those openings for their impressive strings with the movement and dodge changes going live with this patch.
Gauntlets Side Light: Increased Damage from 13 to 14.
Gauntlets Down Air: Increased Stun from 18 to 19.
Gauntlets Neutral Air: Increased Damage from 10 to 12.
New Weekly Legend Rotation
This week’s new Legend Rotation features Diana, Gnash, Hattori, Lucien, Val, and Ulgrim.
Bug Fixes
Fixed a rare bug where the camera would sometimes suddenly zoom out to full view in the middle of gameplay. This would happen most frequently on Mammoth Fortress. (Credit: GraverageGaming)
Welcome to patch 2.51! In today’s update we’re adding new skins for Wu Shang and Asuri, and adding, promoting, and removing a bunch of gameplay mechanics from Test Features based on your feedback. The Salute Taunt is also back in the store for this week only! Nix is also in the free Legend Rotation for the first time. Enjoy!
New Malhalla Items!
Perfect Wu Shang - There is no Wu Shang. Bonus: Inner Eye sees all with Wu Shang’s expressions.
Mecha Asuri-Battle stations, Blue Laser defense activate!
The Salute Taunt Returns!
For one week only, the Salute Taunt will be available in Mallhalla! All proceeds from Salute Taunt purchases will go directly to Operation Supply Drop, a nonprofit charity organization that benefits veterans around the globe. To find out more about OSD visit their website at https://operationsupplydrop.org
The Salute Taunt is back in Mallhalla for one week only.
Test Features
Promoted from Test Features As we mentioned last week, this change should make weapon and gadget availability more predictable and keep choices between them more intentional. The longer spawn in change that accompanied it needs real art assets before it can go into ranked, but will likely follow soon.
Weapon and Gadget spawns now use separate timers and item limits.
This is a smaller change to give some extra priority when punishing a cancelled Speed Dodge on a hard read. Since Signatures win a clash with light attacks, this should mostly serve to make the window more forgiving. Depending on how feedback goes, larger changes to Chain Dodge are coming soon.
Signatures ignore the invulnerability period after a Speed Dodge is canceled into an attack.
Added to Test Features With Season 4 coming next week, we're looking to make a decision on all current Test Features. We'll also be bringing the changes to PAX this weekend to get more in-person testing. We've reworked and added back the increased fall speed changes. They now preserve jump height so that most map designs still work as intended. (The soft platforms on Grumpy Temple will need to be lowered) To keep this from making jumps better as an escape option, jump startup has increased.
Increased Fall and Fastfall speeds by 15%
Increased upward Jump Impulse from 59 to 62.5.
Increased jump startup from 2 to 4.
As a different approach to the concerns with Chain Dodging, we're lowering the number of possible dodges in a chain to reduce how long a player can keep themselves out of play and limit their options some after they've committed to a chain. Adding vertical chains gives the attacker more options for pursuing players that try to disengage, as well as creating strong options for engaging around corners.
Number of consecutive dodges when performing a Chain Dodge reduced from three to two.
Chaining a Speed Dodge directly upwards or downwards no longer slows to a normal dodge like chaining backwards does.
User Interface
The navigation buttons on the left side of the Controls menu no longer changes the highlighter position when you mouse over one of the them. The highlighted button now always represents which controls are currently being shown in the main panel.
New Legend Rotation
This week's new Legend Rotation features Brynn, Cross, Koji, Nix, Sentinel and Sir Roland! COMING SOON - MultiKeyboard Launch Option We’ve got one final round of live testing to do, but we were so excited about this we wanted to let you know a week early. If all goes well this weekend, we should be able to have this live in the game next week!
Welcome to patch 2.51! In today’s update we’re adding new skins for Wu Shang and Asuri, and adding, promoting, and removing a bunch of gameplay mechanics from Test Features based on your feedback. The Salute Taunt is also back in the store for this week only! Nix is also in the free Legend Rotation for the first time. Enjoy!
New Malhalla Items!
Perfect Wu Shang - There is no Wu Shang. Bonus: Inner Eye sees all with Wu Shang’s expressions.
Mecha Asuri-Battle stations, Blue Laser defense activate!
The Salute Taunt Returns!
For one week only, the Salute Taunt will be available in Mallhalla! All proceeds from Salute Taunt purchases will go directly to Operation Supply Drop, a nonprofit charity organization that benefits veterans around the globe. To find out more about OSD visit their website at https://operationsupplydrop.org
The Salute Taunt is back in Mallhalla for one week only.
Test Features
Promoted from Test Features As we mentioned last week, this change should make weapon and gadget availability more predictable and keep choices between them more intentional. The longer spawn in change that accompanied it needs real art assets before it can go into ranked, but will likely follow soon.
Weapon and Gadget spawns now use separate timers and item limits.
This is a smaller change to give some extra priority when punishing a cancelled Speed Dodge on a hard read. Since Signatures win a clash with light attacks, this should mostly serve to make the window more forgiving. Depending on how feedback goes, larger changes to Chain Dodge are coming soon.
Signatures ignore the invulnerability period after a Speed Dodge is canceled into an attack.
Added to Test Features With Season 4 coming next week, we're looking to make a decision on all current Test Features. We'll also be bringing the changes to PAX this weekend to get more in-person testing. We've reworked and added back the increased fall speed changes. They now preserve jump height so that most map designs still work as intended. (The soft platforms on Grumpy Temple will need to be lowered) To keep this from making jumps better as an escape option, jump startup has increased.
Increased Fall and Fastfall speeds by 15%
Increased upward Jump Impulse from 59 to 62.5.
Increased jump startup from 2 to 4.
As a different approach to the concerns with Chain Dodging, we're lowering the number of possible dodges in a chain to reduce how long a player can keep themselves out of play and limit their options some after they've committed to a chain. Adding vertical chains gives the attacker more options for pursuing players that try to disengage, as well as creating strong options for engaging around corners.
Number of consecutive dodges when performing a Chain Dodge reduced from three to two.
Chaining a Speed Dodge directly upwards or downwards no longer slows to a normal dodge like chaining backwards does.
User Interface
The navigation buttons on the left side of the Controls menu no longer changes the highlighter position when you mouse over one of the them. The highlighted button now always represents which controls are currently being shown in the main panel.
New Legend Rotation
This week's new Legend Rotation features Brynn, Cross, Koji, Nix, Sentinel and Sir Roland! COMING SOON - MultiKeyboard Launch Option We’ve got one final round of live testing to do, but we were so excited about this we wanted to let you know a week early. If all goes well this weekend, we should be able to have this live in the game next week!