Welcome back to the second entry in the Brawlhalla Ultimate Guide series! This one is for the fighters who’ve already thrown down in ranked, who know their recovery from their ground pound, and who are ready to level up by understanding the deep mechanics behind the game’s movement and frame data.

If you haven’t seen Part 1, make sure you catch that first. This chapter builds on its foundation with concepts like startup, active, and recovery frames, dodge mechanics, gravity cancels, and more.


Understanding Frame Data: The Core of Combat

Brawlhalla runs at 60 frames per second. Every move in the game breaks down into three phases:

  • Startup Frames – The time between pressing a button and when the attack becomes active.
  • Active Frames – The duration when a move can hit your opponent or interact with the environment.
  • Recovery Frames – The cooldown period after an attack, before you return to a neutral state.

Mastering frame data isn’t just about memorizing numbers — it’s about timing. Whether you’re whiff punishing, combo extending, or spacing safely, understanding these windows gives you the edge.


Dodges, Slides, and Cancels: Fluid Mobility in Action

Let’s start with dodge tech:

  • Spot Dodges can only be performed on the ground — but they’re unique in that they carry momentum if triggered right after a dash. Dash into dodge to glide with invincibility.
  • Gravity Cancels let you cancel an aerial spot dodge into an attack. You have a 16-frame window out of 20 total frames to do this. Do it late — but not too late — for a delayed gravity cancel, allowing mix-ups or delayed punishes. Just note that gravity canceling sends your dodge into full 163-frame cooldown, even if you touch ground.
  • Cooldown Nuances will be fully covered in the next guide, but just know that gravity canceling has unique properties that can get you punished if mistimed.

Slide Charging: Stylish, Dangerous, Tactical

Slide charging occurs when you sprint toward a ledge and hold your signature button just before falling off. This allows your sig to charge mid-air while carrying forward momentum. Some sigs, though, are gravity-resistant and cannot be slide charged.

This mechanic lets you bait, punish, or threaten the edge, and when mastered, turns any ledge situation into an offensive opportunity.


Ledge Cancels: Mastering Platform Control

Ledge cancels allow you to perform grounded moves while in the air, right at the edge of a soft platform.

  • To perform one, hover near the edge and press a down light attack. Your character must be in a very specific hurtbox zone.
  • Down sigs and ground pounds have even tighter timing.
  • Easier execution comes from jumping sideways or dropping through platforms to hover longer in the cancel zone.

Practice on maps like Enigma to master sword and axe down light cancels. They’re lifesaving in edge recoveries and make for slick movement options in combos and strings.


Clashes and Priority: Who Hits First Wins

Trades (or “clashes”) occur when two attacks connect on the same frame. Here’s how priority works:

  • Signatures beat light attacks.
  • Grounded attacks beat aerial attacks.
  • Gravity canceled grounded attacks still count as aerial — so plan accordingly.

Knowing when and how to force or avoid trades can swing close matches. If you’re always losing exchanges, this is the place to troubleshoot.


Wall Slip Mechanics: Know When You’re Out of Options

After multiple air actions near the wall, you trigger wall slip warnings:

  • First ! after 9 air actions.
  • Second !! after 12.
  • Third !!! after 15 – after which you lose your ability to jump, recover, or dodge.

Even reaching the first warning reduces your future air actions to 14 max until you touch the ground again. That includes jumps, dodges, recoveries — everything. Managing your off-stage presence is vital to survival.


Training Regimen: What You Should Practice Now

Now that you’ve unlocked advanced mobility, it’s time to refine:

  • Dash Jump Fast Fall – Combine horizontal and vertical pressure with quick falls.
  • Ledge Cancels – Use axe/sword down light to start. Train on Enigma with the bot set to reset for consistency.
  • Gravity Cancels – Practice late cancels just before the 16-frame window closes. Delayed GC wakeups are a core high-level tool.

And finally, internalize the frame data trivia:

  • Fastest neutral air? Armed nair.
  • Slowest? Hammer nair.
  • Highest force move? Scarlet’s down hammer sig.

Next Up: Cooldown Theory & Recovery Optimization

In the next and final video, we’ll explore the logic behind dodge and action cooldowns, how to minimize recovery risk, and how to master decision-making under pressure.

Until then, drill these mechanics until they become muscle memory. The difference between silver and diamond often comes down to mastering frames.

Thanks for watching, and see you in the next guide!


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