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 – Enable test features in custom lobbies or Couch Party by going into the game settings and turning ‘Test Features’ on.

2 – Queue for the 1v1 Experimental Queue where all test features are on by default.

New Out of Jump Recovery Feature & Updated Dodge Cooldown

Patch 6.07

Read the Patch Notes here

New Out of Jump Recovery Feature

Introducing a new feature where a player automatically performs an Aerial Heavy attack, also known as the Recovery attack, if they are out of Jumps and try to Jump! If a player still has a Recovery available when they try to Jump but are out of Jumps, the player will do a Recovery attack instead.

  • This feature is enabled by default, though it is only active when Test Features are “ON” in Custom Game lobbies or when playing in the Experimental queue.
  • Players can turn it off in their Control Settings, and that setting will be saved in the event the feature graduates from Test Features into all queues.

New Test Feature

This new feature removes the slight tint when a player is out of Jumps. This information is better communicated through the graduated Out of Recovery visual effect that includes the “sweat beads” appearing on the player. 

Updated Dodge Cooldown

The previous iteration of Experimental Dodge Cooldown proved to be an overly long duration for general gameplay, and took too much power away from being grounded and having stage control. This new iteration brings down the maximum Air Dodge Cooldown slightly more, from the previous Experimental value of 2.16 seconds to a flat 2 seconds. This Air Dodge cooldown does not get reduced when landing. Dodging from the ground previously shared that 2.16 second cooldown in Experimental, but now has a flat 1 second cooldown that is identical to non-Experimental Dodges that begin on the ground. Any Chase Dodge causes a 1 second dodge cooldown, even if it is performed in the air. This grants the ability to Chase Dodge much more often and off of most any hit, while still retaining a quick Dodge cooldown that can be used to outplay your opponent. Striking an opponent will carry a similar advantage in Dodge Cooldown as maintaining ground or stage control.

  • Ground Dodge and Chase Dodges now have a 1 second cooldown.
  • Air Dodges have a 2 second cooldown, and this cooldown does not change when landing.
  • Performing a Chase Dodge after hitting another Legend grants you the same 1 second cooldown as a grounded dodge even if the Chase Dodge is performed in the air.

Weapon Spawns & Reduced Wall Slip

Patch 6.06

Read the Patch Notes here

We’ve added condensed Weapon Spawn locations, adjusted Dodge Cooldowns, and reduced Wall Slip to Test Features. These can be played in the Experimental queue and any Custom Game with Test Features turned on. Share your feedback on our Twitter and Discord.

Weapon Spawns

We have condensed the locations of weapon spawns on maps in the Experimental Queue, bringing them lower to the ground and closer to center stage. This is intended to make stage control more valuable during a game, with fewer weapon spawns being in reach near walls or far above stage.

  • Condensed item spawns to be closer to the center of the map and platforms.

Effects the following maps:

  • Miami Dome, Small Brawlhaven, Twilight Grove, Small Kings Pass, Small Thundergard Stadium, Small Blackguard Keep, Small Enigma, Small Mammoth Fortress, Small Great Hall, Shipwreck Falls, Small Fangwild, Plains of Passage, Apocalypse, Small Galvan Prime, Demon Island, Crystal Temple, Spirit Realm, and Small Turtles’ Lair.

Reduced Wall Slip

To further increase the power of stage control, we are testing a stricter version of the Wall Slip mechanic. Wall Slip will now trigger when a maximum of 9 jumps and/or Recovery attacks are performed without hitting or being hit by another player, instead of the normal value of 15. This maximum value is constant and does not change based on the number of times Wall Slip warnings have been triggered.

  • Reducing available air actions (jumps and Recovery attacks) from 15 to 9 before Wall Slip triggers.

Handicap Settings

Patch 6.05

Read the Patch Notes here

Handicaps allow you to strengthen or weaken players on an individual basis by changing their starting lives, damage done, and damage taken.

To adjust handicaps:

  • Open a Custom or Offline lobby.
  • Go to Game Settings, and under “Lobby” there will be a new “Allow Handicaps” option.
  • After confirming these changes, bubbles will appear below each player showing which handicaps are affecting them.
  • Players can adjust handicaps by going to the party menu (“V” key or “X” button), or with a new hotkey (“[” key or left bumper).
  • The party leader can adjust handicaps for all players — but each client can also adjust their own handicaps as well.
  • This same rule is now applied to teams – any player can adjust what team they are on, instead of only the leader having control.

Players can increase/decrease handicaps separately for each player.

  • Adjust how much damage players dish out and receive, between 50% to 300%.
  • These changes stack multiplicatively with each other, and with the lobby-wide damage multiplier.

For several stock-based game modes, players are able to change how many lives each player starts with as well.

On each of the character select, Match Preview, and Scoreboard screens you can see what handicaps are applied to each player.

New Bots

Patch 4.04

Read the Patch Notes here

This update welcomes new bot difficulties: Extreme and Chosen! These new and challenging bots function as a hybrid Test Feature and Live Feature that are intended to help a player improve their gameplay. Players can increase the bot’s difficulty in custom game lobbies to fight against the new bot logic, Extreme and Chosen. If Test Features is enabled, though, bots on the Easy, Medium, or Hard difficulties will utilize the new bot logic as well.

  • With Test Features on, pre-existing bot difficulty settings such as “Easy”, “Medium”, and “Hard” use a new system that adds behaviors and makes them more aware of how their attacks and recovery options work.
  • The new difficulty settings “Extreme” and “Chosen” use this logic regardless of whether Test Features are enabled.
  • Pre-existing bot difficulties still use the old logic for the time being, but can be tried with the new logic by turning on Test Features.
  • In addition to being more challenging, the new Extreme difficulty setting adds Dashes and Throws to gameplay, and the Chosen difficulty setting mixes in Gravity Cancels and Chase Dodges on top of that.

Patch 6.02

Read the Patch Notes here

We have updated the Easy and Medium difficulties of the new bot logic to bring them closer to the current live Easy and Medium bots, as they were previously too difficult for the purpose of these lower settings.

  • We’ve adjusted the difficulty of Easy and Medium for the new bot logic.

  • Does it feel good while you’re playing?
  • Were there any weird pops or jitters or did the camera feel smooth for you?
  • Additional feedback is good!

Please let us know how the adjustments feel on Twitter and Discord!

Test Features are our way to try potentially large gameplay, balance and visual changes with the entire Brawlhalla community without being disruptive to your favorite game-mode queues.

There are two ways to access test features.

1 – Enable test features in custom lobbies or Couch Party by going into the game settings and turning ‘Test Features’ on.

2 – Queue for the 1v1 Experimental Queue where all test features are on by default.

New Out of Jump Recovery Feature & Updated Dodge Cooldown

Patch 6.07

Read the Patch Notes here

New Out of Jump Recovery Feature

Introducing a new feature where a player automatically performs an Aerial Heavy attack, also known as the Recovery attack, if they are out of Jumps and try to Jump! If a player still has a Recovery available when they try to Jump but are out of Jumps, the player will do a Recovery attack instead.

  • This feature is enabled by default, though it is only active when Test Features are “ON” in Custom Game lobbies or when playing in the Experimental queue.
  • Players can turn it off in their Control Settings, and that setting will be saved in the event the feature graduates from Test Features into all queues.

New Test Feature

This new feature removes the slight tint when a player is out of Jumps. This information is better communicated through the graduated Out of Recovery visual effect that includes the “sweat beads” appearing on the player. 

Updated Dodge Cooldown

The previous iteration of Experimental Dodge Cooldown proved to be an overly long duration for general gameplay, and took too much power away from being grounded and having stage control. This new iteration brings down the maximum Air Dodge Cooldown slightly more, from the previous Experimental value of 2.16 seconds to a flat 2 seconds. This Air Dodge cooldown does not get reduced when landing. Dodging from the ground previously shared that 2.16 second cooldown in Experimental, but now has a flat 1 second cooldown that is identical to non-Experimental Dodges that begin on the ground. Any Chase Dodge causes a 1 second dodge cooldown, even if it is performed in the air. This grants the ability to Chase Dodge much more often and off of most any hit, while still retaining a quick Dodge cooldown that can be used to outplay your opponent. Striking an opponent will carry a similar advantage in Dodge Cooldown as maintaining ground or stage control.

  • Ground Dodge and Chase Dodges now have a 1 second cooldown.
  • Air Dodges have a 2 second cooldown, and this cooldown does not change when landing.
  • Performing a Chase Dodge after hitting another Legend grants you the same 1 second cooldown as a grounded dodge even if the Chase Dodge is performed in the air.

Weapon Spawns & Reduced Wall Slip

Patch 6.06

Read the Patch Notes here

We’ve added condensed Weapon Spawn locations, adjusted Dodge Cooldowns, and reduced Wall Slip to Test Features. These can be played in the Experimental queue and any Custom Game with Test Features turned on. Share your feedback on our Twitter and Discord.

Weapon Spawns

We have condensed the locations of weapon spawns on maps in the Experimental Queue, bringing them lower to the ground and closer to center stage. This is intended to make stage control more valuable during a game, with fewer weapon spawns being in reach near walls or far above stage.

  • Condensed item spawns to be closer to the center of the map and platforms.

Effects the following maps:

  • Miami Dome, Small Brawlhaven, Twilight Grove, Small Kings Pass, Small Thundergard Stadium, Small Blackguard Keep, Small Enigma, Small Mammoth Fortress, Small Great Hall, Shipwreck Falls, Small Fangwild, Plains of Passage, Apocalypse, Small Galvan Prime, Demon Island, Crystal Temple, Spirit Realm, and Small Turtles’ Lair.

Reduced Wall Slip

To further increase the power of stage control, we are testing a stricter version of the Wall Slip mechanic. Wall Slip will now trigger when a maximum of 9 jumps and/or Recovery attacks are performed without hitting or being hit by another player, instead of the normal value of 15. This maximum value is constant and does not change based on the number of times Wall Slip warnings have been triggered.

  • Reducing available air actions (jumps and Recovery attacks) from 15 to 9 before Wall Slip triggers.

 

Handicap Settings

Patch 6.05

Read the Patch Notes here

Handicaps allow you to strengthen or weaken players on an individual basis by changing their starting lives, damage done, and damage taken.

To adjust handicaps:

  • Open a Custom or Offline lobby.
  • Go to Game Settings, and under “Lobby” there will be a new “Allow Handicaps” option.
  • After confirming these changes, bubbles will appear below each player showing which handicaps are affecting them.
  • Players can adjust handicaps by going to the party menu (“V” key or “X” button), or with a new hotkey (“[” key or left bumper).
  • The party leader can adjust handicaps for all players — but each client can also adjust their own handicaps as well.
  • This same rule is now applied to teams – any player can adjust what team they are on, instead of only the leader having control.

Players can increase/decrease handicaps separately for each player.

  • Adjust how much damage players dish out and receive, between 50% to 300%.
  • These changes stack multiplicatively with each other, and with the lobby-wide damage multiplier.

For several stock-based game modes, players are able to change how many lives each player starts with as well.

On each of the character select, Match Preview, and Scoreboard screens you can see what handicaps are applied to each player.

New Bots

Patch 4.04

Read the Patch Notes here

This update welcomes new bot difficulties: Extreme and Chosen! These new and challenging bots function as a hybrid Test Feature and Live Feature that are intended to help a player improve their gameplay. Players can increase the bot’s difficulty in custom game lobbies to fight against the new bot logic, Extreme and Chosen. If Test Features is enabled, though, bots on the Easy, Medium, or Hard difficulties will utilize the new bot logic as well.

  • With Test Features on, pre-existing bot difficulty settings such as “Easy”, “Medium”, and “Hard” use a new system that adds behaviors and makes them more aware of how their attacks and recovery options work.
  • The new difficulty settings “Extreme” and “Chosen” use this logic regardless of whether Test Features are enabled.
  • Pre-existing bot difficulties still use the old logic for the time being, but can be tried with the new logic by turning on Test Features.
  • In addition to being more challenging, the new Extreme difficulty setting adds Dashes and Throws to gameplay, and the Chosen difficulty setting mixes in Gravity Cancels and Chase Dodges on top of that.

Patch 6.02

Read the Patch Notes here

We have updated the Easy and Medium difficulties of the new bot logic to bring them closer to the current live Easy and Medium bots, as they were previously too difficult for the purpose of these lower settings.

  • We’ve adjusted the difficulty of Easy and Medium for the new bot logic.

  • Does it feel good while you’re playing?
  • Were there any weird pops or jitters or did the camera feel smooth for you?
  • Additional feedback is good!

Please let us know how the adjustments feel on Twitter and Discord!