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Brawlhalla combos with jiro
Brawlhalla combos with jiro













Otherwise, it is cannon's safest covering attack for getting back to the ground.Ī diagonal “helicopter spin” that moves you up and forward. It's also good for combos that begin in the air.Īctive Input: Neutral – The enemy is thrown forward.Īctive Input: Hold Back – The enemy is thrown backward.Ĭan be strung into grounded NLight. Use this to recover horizontally without burning your jumps or recovery attack.Ī grab that throws the opponent away with tremendous force. Has a flat trajectory and arrests downwards motion, allowing it to serve as a "secondary recovery" move. If the opponent is struck, he is pulled towards you for the second hit.Īctive Input: Neutral – The opponent is kicked forward, up and diagonally, with a lot of force.Īctive Input: Hold Back – The opponent is kicked behind you, low and horizontally, with less force.Ī quick uppercut attack with the scythe that pushes the opponent away with medium force. However, it only hits in a small spot very far away from your starting position.Ī diagonal swing with the scythe. This move is very versatile, as it can begin or continue powerful combos easily. Once the opponent is “reaped” and stunned, the second hit ensues after a brief delay.Īctive Input: Neutral – The opponent is grabbed with the scythe, pulled towards you and sent flying up and backward a short distance.Īctive Input: Hold Forward – The opponent is kicked, sending him flying forward horizontally and low to the ground.

brawlhalla combos with jiro

Chains naturally into Neutral Light.Īctive Input: Hold Forward – You hit the enemy with the scythe for a second time, dealing more damage and sending the opponent flying forward with greater force.Ī good move to use in a combo (Neutral Active Input) or finish it (Forward Active Input).Ī far-reaching downward stab with a scythe. Must be used in combos to prevent the opponent from dodging out.Ī swing to the side, with a follow-up hit if the first attack connects.Īctive Input: Neutral – The follow-up becomes a kick that briefly stuns your opponent and drops him next to you for more attacks, with almost no chance to dodge out of the combo. Hits wide enough to easily connect up close, but gives him a lot of time to dodge after the hit. If you release any directional buttons or input the direction that is not marked in the list, the “Neutral” condition is executed by default.Īn upward swing that propels the opponent into the air for a short time. This requires more training and faster reaction, but gives you more choice to throw the enemy around.įor convenience, the directions for Active Input will be marked as “Hold Forward/Back” in relation to Legend’s facing at the moment of the move. In a nutshell: the attacks with “Active Input” can change depending on what direction you’re holding before the second part of the Light Attack begins.

brawlhalla combos with jiro

(Note: you can input the second directional input immediately after the first.) 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. Scythe is the only weapon in Brawlhalla that features “ Active Input” on a number of its attacks (as marked below).

brawlhalla combos with jiro

Weapon Attacks For Legend Signatures, see the individual Legend pages above















Brawlhalla combos with jiro