That’s why it’s recommended to play defensively as her and then go all out in the damage when the player gets a great opportunity to attack. But if you manage to dodge her, she’s also very punishable. She deals a very high amount of damage and is considered a high risk/high reward character by her players due to how powerful her combos are when executed properly. Scarlet is known for her unique steampunk-themed design and the powerful Hammer and Rock Lance weapons. Without further ado, let’s get right into the list! This list is based on objective statistics released by the Brawlhalla developers, and community notes that include veteran players with maximum experience – so you can trust its integrity. So, if you wish to play the game seriously then you will need to make sure you pick the right characters to play as – and that’s why we’ve created a tier list of the most powerful Brawlhalla legends that you can play as. With Ubisoft as a publisher, it is without a doubt that the developers do try their best to balance the game – but ultimately many legends end up being vastly superiors to the others in competitive and ranked plays. Which is to make sure players grind extra hard or pay real money to obtain the new legends. Having a free-to-play model means that every new character that is introduced in the game is supposed to be the next big deal. Thanks for watching and I’ll see you next time.Brawlhalla is a free-to-play fighting game and has 51 unique characters to play as. If you enjoyed it then please like and subscribe as well as checking out some of my other videos. At mid range, you could do either one, including jumping straight up and it'll still work. If you hit side light at very close range, then you have to jump backward, then turn back around quickly, then use recovery. It works at all ranges but if you hit side light at far range, you have to jump forward before using recovery. This combo works at 0 all the way to 250 damage. It's important to practice the timing of the inputs because the timing is very tight. Start by landing side light, wait 2/5th of a second, then jump into recovery. If you hit side light close range at 0-160 damage, then you just have to jump straight up into down air. At 0-130 damage, it works at mid to close range, but if you hit side light at mid range, you have to jump forward a tiny bit before using down air. This combo works from 0 up to 160 damage. The same reasoning applies for this as it did for the side light into side air. It's important to practice the timing of the inputs because the timing is very tight and it's possible to use down air too early as well as too late. Start by landing side light, wait 2/5th of a second, then jump, wait almost 1/4th of a second, then down air. So if you land side light up close at lower damages, you just have to jump straight up into neutral air, but if you land side light at max range at higher damages, you have to jump forward into neutral air, and if you hit at side light at the midranges then jump forward only a little bit into neutral air. Just keep in mind that it works most consistently when the neutral air hits in front of the user. You can start this combo with side light hitting at any range. This combo easily works from 0 damage all the way to 300 damage. There's quite a bit of time to input the jump into neutral air, so there's no need to practice this combo that much, just make sure you jump before using neutral air. Start by landing side light, wait 2/5th of a second, then jump into neutral air. If you hit side light, at very close range, you have to jump backwards then turn around for side air otherwise the beginning of the side air will start behind the enemy and miss. But above 130 damage, you have to hit side light at either very close range or at the very max range, nothing in between. At 0-130 damage, it works at all ranges including mid and far range. This combo works from 0 up to 230 damage. This is because unlike most side airs, the lance side air when active, moves only forward and not upwards during a jump, and since sight light hits the enemy upwards, you want to jump high enough before using side air to hit your enemy with it. It's important to practice the timing of the inputs because the timing is very tight and it's possible to use side air too early as well as too late. Start by landing side light, wait 2/5th of a second, then jump, wait almost 1/4th of a second, then side air.
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