Here is the Brawlhalla Patch 8.09 Balance Preview

Here is the Brawlhalla Patch 8.09 Balance Preview

Patch 8.09 Balance Preview

Here is all that you can expect to see in regards to balance in Patch 8.09.

Vivi is now tournament legal for Brawlhalla Esports Year Nine.

Post Hitstun Dodge Consistency has graduated from Test Features! Follow-up attacks are made more consistent across all Weapons by making Dash no longer able to get a player out of a combo earlier than a Dodge would. Certain attacks that proved to benefit too greatly from this feature have received adjustments that can be found in the Balance section.

The Dodge/Dash input already forces a Dodge when pressed while coming out of hitstun for 4 frames.

  • A special case allowing players to bypass this with a Dash using a down-diagonal input has been removed.

The Dash input is now locked out for 4 frames while coming out of hitstun.

  • This prevents players from being able to escape a dodgeable combo while their Dodge is down in some cases.

We have made a number of adjustments aimed at providing more appropriate risk to certain pivotal attacks on overperforming weapons and Legends, while reducing the risk or providing additional reward to attacks that have fallen behind the curve. This patch also contains Vivi’s first round of balance changes, which makes her legal for use in official Brawlhalla tournaments.

Axe

The Axe Ground Pound now has less threat coverage at the rear of the user during ground collision to provide a more consistent avenue for countering or escaping from this sizable attack.

  • Axe Groundpound: Greatly decreased threat coverage on ground collision.

Battle Boots

We have increased the Minimum Charge time of the Battle Boots Ground Pound to better match its relatively wide threat coverage and to grant a slightly larger Dodge Window when used as a follow-up attack.

  • Battle Boots Ground Pound: Increased Minimum Charge time from 18 to 21.

Blasters

While the Blasters Down Light is a combo starter that can lead to another attack, the Damage dealt by the Down Light itself was highly subject to positioning. We have focused most of the Damage into the final hit of the attack and slightly increased the total Damage to provide a much more consistent reward when striking from farther distances.

  • Blasters Down Light: Increased total Damage from 12 to 13; Focused most of the Damage into the final hit.

Cannon

The Cannon Neutral Air could rotate into other attacks too quickly when performed close to the ground, so we have increased the minimum Recover time on ground collision and reduced the window for ground detection to allow for more consistent counterattacks against this quick aerial option. The aerial Recover time and maximum Recover time on ground collision remain unchanged.

  • Cannon Neutral Air: Increased total Recover time on miss after ground collision from a range of 10~21 to a range of 15~21; Decreased window of ground detection from 12 to 7.

Greatsword

We have delayed the attack and movement cancel windows for the Greatsword Side Light Opener on miss to provide a greater window to maneuver around the user and begin a counterattack against this far-reaching Opener. This also brings the Side Light Opener’s risk closer in line with its more reliable reward due to Post Hitstun Dodge Consistency’s graduation from Test Features. The Greatsword Neutral Air now has less allowed acceleration during the attack and Recover time on miss to better match its overall speed and size.

  • Greatsword Side Light Opener: Increased time before you can cancel into a bridge on miss from 12 to 15; Increased time before you can cancel into a Jump, Dash, or Dodge from 18 to 21.
  • Greatsword Neutral Air: Decreased the amount of allowed acceleration during the attack and during the Recover time on miss.

Katars

With Post Hitstun Dodge Consistency graduating from Test Features, we have increased the Recover time on miss for the Katars Down Air on ground collision to better match the more reliable reward that can be gained from this air-to-ground string starter.

  • Katars Down Air: Increased total Recover time on miss for the ground version from 9 Fixed/10 Variable to 11 Fixed/10 Variable.

Rocket Lance

The Rocket Lance Side Light now has slightly less Recover time on miss to better keep pace with the game’s increased movement options on the ground and better match the risk with its relatively thin threat coverage.

  • Rocket Lance Side Light: Decreased Recover time on miss from 12 Fixed/14 Variable to 10 Fixed/14 Variable.

Scythe

The Scythe Down Light now has greater Recover time on miss to better match its more reliable use as a follow-up attack and more reliable reward from the graduation of Post Hitstun Dodge Consistency.

  • Scythe Down Light: Increased total Recover time on miss from 8 Fixed/16 Variable to 10 Fixed/16 Variable.

Bodvar 

We have greatly increased the Stun time of Bodvar’s Neutral Hammer and Side Hammer, and slightly increased the Stun time of his Down Hammer, to provide greater positional reward at low and mid health ranges. This also removes a number of cases where these attacks could be punishable on hit.

  • Neutral Hammer: Increased Stun time from 18 to 28.
  • Side Hammer: Increased Stun time from 18 to 28.
  • Down Hammer: Increased Stun time from 25 to 26.

Kor  

Kor’s Neutral Hammer now has slightly less Minimum Charge time for greater responsiveness as an anti-air attack and to better offset its relatively slow bloom in threat coverage.

  • Neutral Hammer: Decreased Minimum Charge time from 10 to 9.

Nix 

We have reduced the Minimum Charge time and Recover time for Nix’s Side Blasters to better match its lengthy total duration and relatively slow travel speed.

  • Side Blasters: Decreased Minimum Charge time from 10 to 8; Decreased total Recover time from 21 to 19.

Scarlet 

We have greatly increased the Stun time of Scarlet’s Neutral Hammer and grounded Side Hammer to provide greater positional advantage at low and mid health ranges, as well as reduce the number of cases where these attacks could be punishable on hit. We have also increased the Damage and Stun time of Scarlet’s Down Hammer to better match its total duration and reduce the number of cases where it could be punishable on hit.

  • Neutral Hammer: Increased Stun time from 18 to 26.
  • Side Hammer: Increased Stun time of the ground version from 20 to 28.
  • Down Hammer: Increased Stun time from 18 to 27; Increased Damage from 23 to 25.

Tezca 

Tezca’s Side Gauntlets now has less vertical and horizontal threat coverage during the spin, providing a wider avenue to interrupt Tezca and rescue a grabbed teammate.

  • Side Gauntlets: Decreased maximum horizontal and vertical threat while spinning a grabbed target.

Ulgrim 

Ulgrim’s Down Axe now has greater Minimum Charge time to better match its generous threat coverage and utility.

  • Down Axe: Increased Minimum Charge time from 11 to 14.

Vivi 

We have increased the Minimum Charge time of Vivi’s Neutral and Side Battle Boots to provide greater windows to Dodge these attacks. The wall version of Vivi’s Neutral Blasters now has less Force to bring its knockout range in line with other spiking Signatures.

  • Neutral Battle Boots: Increased Minimum Charge time from 6 to 8.
  • Side Battle Boots: Increased Minimum Charge time from 3 to 6.
  • Neutral Blasters: Decreased Force of the wall version from 45 Fixed/38 Variable to 45 Fixed/36 Variable.

 

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