Term | Definition |
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Accident | Losing a stock without getting KO'd. |
Active Frames | The duration of your attack’s hitbox (i.e. the number of game frames during which the attack can hurt you). |
Active Inputs | A unique feature to the Scythe, Battle Boots, and certain signatures. With attacks that have active inputs, holding a direction after landing the attack will result in a different outcome than not holding a direction. Examples of this are the Scythe down-light, and Fait's Orb down-signature. |
Aerial Attack | An attack performed in the air. Possible attacks include aerial neutral-light (nair), aerial side-light (sair), aerial down-light (dair), aerial heavy (recovery), and aerial down-heavy (ground pound). |
BMG | Blue Mammoth Games, the developers of Brawlhalla. |
Charging | Holding down a heavy attack for an extended period of time. Charged attacks will do slightly more damage and knockback. |
Chase Dodge | Dodging in a direction facing your opponent after attacking them. This will perform a quick dodge that allows you to chase your opponent. Two chase dodges can be performed consecutively - both dodges don't have to be in the same direction. |
Clash | When two attacks are interrupted by one another, canceling both attacks in the process. |
Cooldown | Additional delay between using the same move two or more times in a row. Makes spamming a single attack over and over a very bad idea. |
Combo | Landing multiple attacks in quick succession on an opponent. |
Community Colors | A special color given away through code. Abbreviated as "CC". |
Dash | A quick dashing movement, performed by pressing the dodge button left or right while grounded. This does not grant invulnerability. Dashing backwards is called a "Back Dash". |
Dash Jump | Jumping immediately after dashing. |
Directional Influence (abbr. DI) | If a player is stuck in a true combo and the same move is used more than once, they can change their trajectory by holding a directional input the second time they are hit by that same move. |
Dodge | A move that grants temporary invulnerability, and will move the play in the direction held. If dodging while grounded, the player can't dodge for another second. If dodging while airborne, the player can't dodge for another 3 seconds (this is reduced if they touch the ground afterwards). Dodging without holding a direction is called a Spot Dodge. |
Down Attack | A light attack or heavy attack, performed while the player is holding down. |
Fast Fall | Holding down while in the air to fall faster. |
Exhausted Recovery | After performing a recovery attack, every subsequent recovery before touching the ground will be exhausted; these have less vertical travel, and count towards your total jump count in the air. |
Gravity Cancel (abbr. GC) | Performing a spot dodge in the air, and then quickly using a light or heavy attack. This will perform the grounded version of the attack mid-air. |
Ground Pound | A heavy aerial down attack. This plummets the player downwards and has long recovery frames, making it a risky move. Abbreviated as "GP". |
Heavy Attacks | Slow, but high damage and high knockback attacks that can be charged. Possible heavy attacks include signatures, recovery, ground pound and unarmed heavy attacks. |
Hitbox | An invisible area produced by attacks which will hurt opponents if they touch it. Hitboxes can be previewed in Training mode. |
Hurtbox | An invisible area surrounding each character, which defines where an attack must land for them to take damage. Hurtboxes can be previewed in Training mode. |
Interrupt | Cancelling an opponent's attack by attacking them during start-up frames or during charge. |
Knockback | The amount of force taken after an attack. Variable knockback means the player takes more after they've taken lots of damage, while fixed knockback means the same amount of knockback will always be applied. Some players may also call this "impulse". |
Light Attack | Sometimes called "Quick Attack". Low-damaging, but fast attacks that are good for combos. Each weapon has 3 grounded and 3 aerial light attacks. |
Neutral Attack | A light attack or heavy attack, performed when no directional button is held down. |
Metadev | A special skin earned for meeting a dev (and in certain events). A new metadev skin is released every year. |
Ledge Cancel | Approaching a soft platform and holding down as soon as you're on top of it to “land” immediately. |
Lingering Attack | When an attack (usually a Signature) "hangs" in the air for some time after the initial attack. This can catch opponents off guard if they think the attack has finished. |
Recovery | A heavy aerial neutral attack. This attack launches the player higher than a jump, hence the name "recovery". |
Recovery Frames | The time it takes for an attack to end after it has been performed. The player can not move and is vulnerable during recovery frames. |
Side Attack | A light attack or heavy attack, performed while the player is holding left or right. |
Signature (abbr. Sig) | Performing a heavy attack while grounded and holding a weapon. Each Legend has 3 unique Signatures for each of their weapons. |
Slide Charge | Charging an attack while running off a platform, typically with a dash. The player's momentum will allow them to move forward in air while still charging their attack. This doesn't work with all signatures, as some simply make the player float off the platform. |
Start-up Frames | The time it takes for an attack to land after pressing the attack button. |
Stun | Period of time after being attacked where an enemy can not move. |
True Combo | A combo that the opponent has no chance to dodge out of. This occurs when the stun of the first attack is longer than the recovery frames of the first attack and the startup frames of the second attack, allowing the player to quickly dish out both attacks. |
Unarmed | When a player is not holding any weapon. |
Wall Hugging | Staying on the side of the stage for an extended period of time. |
Wall Slip | If a player performs 9 air jumps, wall jumps or recovery attacks without hitting an opponent, being hit or touching the ground, they will not be able to perform air jumps, recoveries or dodges until they touch the ground. |
X-Pivot | An advanced technique where the player's momentum is cancelled out by an attack going in the other direction, allowing for a quick and surprising attack. |