

It can be used to poke opponents for damage with relative impunity (sometimes referred to as a 'pogo'), or used to spike opponents quickly downwards when Edge Guarding. The unusually far reaching Down Air is also unorthodox in Spear air play. The Spear's Ground Pound however, is currently the only Ground Pound that sends opponents completely horizontally, giving it an unusual knockout capacity even when used on stage. Both these attacks have oddly wide hitboxes for such attacks, and as such are best used when slightly to the side of the opponent. Perhaps most unique is it's Ground Pound and, although less so, its Recovery. The spear's aerial abilities are unorthodox and unique, shining most when moves are used situationally, as outlined above.Generally speaking, despite it's few particularities, the spear is one of the easiest weapons to pick up and use, and one of the weapons recommended for beginners to the game to learn its mechanics. However, this lends the Spear much of its versatility - it has the reach to best short-range weapons such as the Sword, but also the speed to best slow weapons such as the Hammer. As a result, much of the spear's strength relies on using the correct move for the correct situation. A few Spear attacks require careful spacing, as they have 'deadzones' between the player and hitbox, meaning attacks can miss opponents too close to or stacked on top of the player. A balanced weapon with good speed, reach and versatility.Strategies For Legend-specific strategies, go to the Legend's individual page above → + Light attack, (pause), → + Light attack, jump The last move is tricky/impossible, opponent is higher than the range, UNLESS YOU JUMP BEFORE THE SAIR. The last move is optional, only execute it when enemy is in yellow-orange. SLight > DLight > GravCanc(GC) > DLight > NAir
#BRAWLHALLA COMBOS AND TIPS PATCH#
You are still vulnerable in the middle against long attacks.Ĭombos All combos are subject to change as the game gets tweaked from patch to patch. Has long cooldown at the end, allowing opponents to hit you as you land. Steady, with short vertical range but very wide horizontal range.Ģ0 (can be held until player or ground is hit) Lasts until the move is halted or it reaches the ground. Time carefully.Ī downwards helicopter twirl that carries the Legend straight down. Has short vertical range but wide horizontal range.Ī reliable finisher against an enemy deep in the red. When used properly, allows you to “Goomba-stomp” the enemy several times without landing if they don’t dodge/move away.Īn upwards helicopter twirl over the Legend's head that carries the Legend up a moderate distance. Hitting with this “pogos” the Legend a short distance upwards. Long range and good force, versatile, enough to KO an opponent.Ī single two-handed stab downwards at extended range. Doesn’t give enough knockback to KO.Ī single quarter-swipe forward with the extended spear, from above the head to in front. The bread-and-butter aerial Spear attack for dealing damage. Good follow-up to sLight.Īs of Patch 2.59, this attack no longer hits grounded enemies right ahead of you.Ī 360 spin with the shaft of the spear that hits everything near and around the Legend. Good for evading attacks that go along the ground. Hitting lifts targets upwards and is followed by a second kick and a swipe with the spear. Somewhat long and predictable, but hits nicely and with a wide hitbox.Ī sweeping upwards kick at head height propelled by pogoing on the spear-point. Hitting with the first guarantees hitting with the second. Two aggressive, forward swipes with the spear at half-haft. Does not hit enemies too close to you, but good for punishing careless positioning.

Carries the Legend a very short distance forward. Hitting with one jab generally guarantees hitting with subsequent jabs. Three quick jabs with the extended spear in front. Weapon Attacks For Legend Signatures, see the individual Legend pages above Grounded Attacks
