Test Features

Test Features are our way to try potentially large gameplay and balance changes with the entire Brawlhalla community.

 

There are two ways to access test features.

1: You can enable test features in custom lobbies or Couch Party by going into the game settings and turning ‘Test Features’ to on.
2: You can queue for the 1v1 Experimental Queue where all test features are on by default.

Current Test Features

Dash

Dash is still in a very early state. Animations, fx, and sounds are placeholders. There are a number of changes to moveset balance, the Speed stat, and existing mechanics like Dodge that may be needed before it can graduate to Ranked.

However, it’s something that many players have wanted for a long time, so we’re putting it in test a little early to get the conversation started on how it affects play and what needs to change to ensure that impact is positive.

The primary goals of Dash are:

– Adding depth to the neutral game by giving tools for approach and footsies that don’t rely on invulnerability.

– Making a player on the ground more dangerous to a player that’s airborne.

– Implementing a system where we can more strictly limit its use for avoiding combat without making general movement in the game feel worse.

– Making the edges of the stage more meaningful so that a player who has to take to the air in a runaway situation feels like they’re forfeiting some map control and can be more easily be caught up to.

– Creating room to pull some power, mobility, and complexity away from Dodge.

It’s unlikely that we’re fully accomplishing all of these, but please let us know if you see ways to improve the feature or if you notice it creating new problems.

  • Dash is a burst of speed with no invulnerability frames that can be performed by pressing down or down-diagonal and Dodge while standing on the ground.
  • Forward Dash has a low startup and no recover so you can jump or attack as soon as you start moving, but your facing is locked in for a duration. You can hold against the direction of movement to decelerate, but can’t turn and attack immediately after a Dash.
  • Dashing in the opposite direction of facing or immediately after a turn is a Backdash that functions differently from a normal Dash. You maintain facing in the opposite direction of movement and the Backdash does have recover time.
  • You can chain Dash and Backdash into each other as much as you want.
  • You cannot chain Backdash into Backdash.
  • Forward Dash can chain into forward Dash, but with a longer startup and reduced speed. Holding run after a Dash will put you in a run state with increased movement speed.
  • Forward Dash can chain into a forward Speed Dodge, but otherwise there’s a delay before dodging after a Dash or dashing after a Dodge.
  • Jumping after a Dash will result in a faster jump that’s lower to the ground.

Cooldown Bonus On Hit

Cooldowns between uses of the same attack help limit some frustrating interactions and allow for close strings without letting a power string into itself. However, this comes at the expense of making controls feel stickier. We suspect the current values are higher than necessary, and are testing reduced cooldown times after a hit.

  • Dramatically reduced the cooldown penalty on successful attacks.
  • Put differently, when landing any attack you may now use that same attack again, faster than you would be able to if your first attack of that kind did not hit.

The previous version of this feature was working incorrectly, so the changes should be noticeable for the first time this patch (2.66). We’ve adjusted a few cooldowns that would have created true combos or otherwise chained into themselves a little too quickly, and sped up a number of others.

Cooldown Bonus on Hit

  • Unarmed Side Light: Cooldown on Hit reduced from 8 to 6. (10 in Ranked)
  • Unarmed Down Light: Cooldown on Hit increased from 10 to 13. (13 in Ranked)
  • Unarmed Down Air: Cooldown on Hit reduced from 8 to 6. (9 in Ranked)
  • Unarmed Recovery: Cooldown on Hit reduced from 9 to 8. (12 in Ranked)
  • Unarmed Ground Pound: Cooldown on Hit reduced from 13 to 6. (19 in Ranked)
  • Sword Side Light: Cooldown on Hit increased from 12 to 15. (17 in Ranked)
  • Sword Neutral Air: Cooldown on Hit reduced from 13 to 11. (19 in Ranked)
  • Lance Neutral Light: Cooldown on Hit reduced from 13 to 12. (20 in Ranked)
  • Lance Side Air: Cooldown on Hit reduced from 12 to 11. (18 in Ranked)
  • Lance Ground Pound: Cooldown on Hit reduced from 11 to 7. (15 in Ranked)
  • Hammer Side Light: Cooldown on Hit reduced from 9 to 4. (11 in Ranked)
  • Hammer Neutral Air: Cooldown on Hit reduced from 11 to 9. (15 in Ranked)
  • Blasters Neutral Light: Cooldown on Hit reduced from 8 to 7. (10 in Ranked)
  • Blasters Side Light: Cooldown on Hit reduced from 11 to 6. (15 in Ranked)
  • Blasters Down Light: Cooldown on Hit increased from 8 to 10. (10 in Ranked)
  • Spear Neutral Light: Cooldown on Hit increased from 9 to 10. (11 in Ranked)
  • Spear Side Light: Cooldown on Hit increased from 8 to 9. (10 in Ranked)
  • Spear Down Light: Cooldown on Hit increased from 7 to 8. (8 in Ranked)
  • Spear Neutral Air: Cooldown on Hit reduced from 9 to 8. (12 in Ranked)
  • Spear Down Air: Cooldown on Hit reduced from 7 to 6. (8 in Ranked)
  • Katar Neutral Light: Cooldown on Hit reduced from 7 to 4. (8 in Ranked)
  • Katar Down Light: Cooldown on Hit reduced from 14 to 10. (22 in Ranked)
  • Katar Side Air: Cooldown on Hit increased from 9 to 10. (12 in Ranked)
  • Katar Recovery: Cooldown on Hit increased from 8 to 10. (10 in Ranked)
  • Katar Ground Pound: Cooldown on Hit increased from 14 to 10. (22 in Ranked)
  • Axe Neutral Light: Cooldown on Hit increased from 8 to 9. (9 in Ranked)
  • Axe Side Light: Cooldown on Hit increased from 9 to 11. (11 in Ranked)
  • Axe Down Light: Cooldown on Hit decreased from 8 to 7. (10 in Ranked)
  • Axe Neutral Air: Cooldown on Hit decreased from 11 to 9. (15 in Ranked)
  • Axe Side Air: Cooldown on Hit decreased from 11 to 7. (15 in Ranked)
  • Axe Down Air: Cooldown on Hit decreased from 11 to 7. (15 in Ranked)
  • Axe Recovery: Cooldown on Hit decreased from 10 to 6. (13 in Ranked)
  • Bow Neutral Light: Cooldown on Hit decreased from 16 to 12. (25 in Ranked)
  • Bow Side Light: Cooldown on Hit decreased from 18 to 14. (29 in Ranked)
  • Bow Down Light: Cooldown on Hit decreased from 13 to 5. (19 in Ranked)
  • Bow Neutral Air: Cooldown on Hit increased from 11 to 13. (15 in Ranked)
  • Bow Side Air: Cooldown on Hit decreased from 11 to 5. (16 in Ranked)
  • Bow Down Air: Cooldown on Hit decreased from 16 to 11. (25 in Ranked)
  • Bow Recovery: Cooldown on Hit decreased from 11 to 5. (16 in Ranked)
  • Bow Ground Pound: Cooldown on Hit decreased from 10 to 6. (14 in Ranked)
  • Gauntlets Neutral Light: Cooldown on Hit increased from 10 to 13. (13 in Ranked)
  • Gauntlets Side Light: Cooldown on Hit increased from 8 to 10. (10 in Ranked)
  • Gauntlets Down Light: Cooldown on Hit increased from 13 to 14. (19 in Ranked)
  • Gauntlets Neutral Air: Cooldown on Hit decreased from 13 to 12. (19 in Ranked)
  • Gauntlets Side Air: Cooldown on Hit decreased from 10 to 5. (14 in Ranked)
  • Gauntlets Recovery: Cooldown on Hit decreased from 11 to 5. (15 in Ranked)
  • Gauntlets Ground Pound: Cooldown on Hit decreased from 11 to 7. (16 in Ranked)
  • Scythe Side Light (neutral): Cooldown on Hit decreased from 12 to 11. (17 in Ranked)
  • Scythe Side Light (reverse): Cooldown on Hit increased from 9 to 11. (12 in Ranked)
  • Scythe Down Light (neutral): Cooldown on Hit increased from 10 to 12. (13 in Ranked)
  • Scythe Down Light (forward): Cooldown on Hit decreased from 10 to 4. (13 in Ranked)
  • Scythe Down Air (neutral): Cooldown on Hit decreased from 9 to 4. (11 in Ranked)
  • Scythe Down Air (neutral grounded): Cooldown on Hit decreased from 9 to 3. (11 in Ranked)
  • Scythe Down Air (reverse): Cooldown on Hit decreased from 9 to 3 (11 in Ranked)
  • Scythe Down Air (reverse grounded): Cooldown on Hit decreased from 9 to 2. (11 in Ranked)
  • Scythe Neutral Air (reverse) : Cooldown on Hit decreased from 8 to 6. (9 in Ranked)
  • Scythe Side Air: Cooldown on Hit decreased from 11 to 7. (10 in Ranked)
  • Scythe Recovery: Cooldown on Hit decreased from 8 to 5. (10 in Ranked)
  • Scythe Ground Pound: Cooldown on Hit decreased from 9 to 5. (12 in Ranked)