Attacks/List of Signature types

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The following is a list of different types of Signature attacks. Note that a Signature can be more than one type at a time.

Direct Damage

All Signature attacks deal direct damage and knockback. For some Signatures, these are the only properties that define them.


Grappling Signatures

Some Signatures have a "grappling" effect, stunning the enemy in place before knocking them back. While the results of the attack vary depending on the Signature, most grappling Signatures can stun multiple enemies (if they are in the same spot), but will only hurt and knock back the first player hit prioritizing enemies over teammates.


Moving Signatures

Many Signatures will cause the user to move. There are two types of moving Signatures:

  • Signatures where the user moves during the attack, such as Orion's Lance side sig. These Signatures have a fixed distance that the player will move.
  • Signatures where the user moves while charging, such as Asuri's Sword side sig. These Signatures' distances depend on how long the player charges the attack.


Active Input Signatures

Active inputs are an attack property unique to the Scythe, Battle Boots and several Signature attacks. The core concept of active inputs is that holding a different directional key after an initial hit will result in the attack finishing in a different way. Active input attacks only have two variant outcomes; one for holding the relevant directional key, and one for holding any other directional key (or none at all).

List of Signatures with active inputs:

Legend Attack Direction Held Outcome
Scythe Icon.png Down Sig Forward Mordex twirls his Scythe and launches his opponent forward.
Other Mordex quickly launches his opponent backwards.
Gauntlets Icon.png Down Sig Forward Mordex throws his opponent diagonally downward with great force.
Other Mordex lobs his opponent directly upward.
Orb Icon.png Side Sig Downward Fait spikes her opponent diagonally downward, with very little knockback.
Other Fait blasts her opponent forward.
Orb Icon.png Down Sig Forward Fait shoots her opponent forward.
Other Fait shoots her opponent directly upward.
Gauntlets Icon.png Side Sig Upward On the final blow of her attack, Petra uppercuts her opponent to the sky.
Other Petra punches her opponent forward.
Scythe Icon.png Side Sig Forward Volkov teleports above his opponent and slashes them diagonally downward.
Other Volkov teleports behind his opponent, throwing them backwards.
Katars Icon.png Neutral Sig Backward Mako spikes her opponent diagonally downward and backward.
Other Mako spikes her opponent diagonally downward and forward.
Battle Boots Icon.png Down Sig Downward Tezca grabs his opponents with his boots, and spins them into a slam on the ground.
Other Tezca performs a handstand and throws his opponent backward on to the ground.
Gauntlets Icon.png Side Sig Forward Tezca grapples his opponent and throws them forward.
Other Tezca throws his opponent backward.
Katars Icon.png Down Sig Downward Loki grapples his target and attacks with his serpent from behind, launching the target forward and down.
Other The target is instead grappled backward and Loki's serpent attacks from below, launching the target upward.
Scythe Icon.png Neutral Sig Upward Loki grabs his target through a portal and pulls them through, then launches the target upwards.
Other The target is instead flung backward.
Battle Boots Icon.png Down Sig Forward Vivi spins on her hand and kicks targets behind her in the direction the attack was started in.
Other Vivi kicks the targets in the opposite direction the attack was started in.


Active Hitbox

Certain Signature attacks have an active hitbox while charging, meaning if an opponent touches the attack while the user is charging they will take damage. This is sometimes referred to as "chainsaw," due to Ulgrim's chainsaw being the first instance of this type of Signature attack.

List of Signatures with an active hitbox:

Legend Attack
Rocket Lance Icon.png Down Sig
Axe Icon.png Down Sig
Blasters Icon.png Neutral Sig
Axe Icon.png Side Sig
Cannon Icon.png Neutral Sig
Cannon Icon.png Side Sig
Cannon Icon.png Side Sig
Spear Icon.png Down Sig
Axe Icon.png Side Sig
Grapple Hammer Icon.png Neutral Sig
Scythe Icon.png Down Sig
Greatsword Icon.png Side Sig
Blasters Icon.png Down Sig
Orb Icon.png Side Sig
Spear Icon.png Neutral Sig
(flame mode)
Cannon Icon.png Side Sig
Battle Boots Icon.png Down Sig


Reversal Signatures

Reversal Signatures will send the hit opponent backwards, that is in the opposite direction the attacking player is facing, and will also leave the attacker facing this direction after the attack. Most reversal Signatures are also grappling Signatures, stunning the opponent before launching them.

Signatures which don't satisfy both conditions are not considered Reversal Signatures (e.g. for missions). For example, Cross's Blasters Down Sig shoots to the left and right of Cross, but it does not count as a Reversal even if the opponent is hit from the back of Cross, since Cross doesn't face the other direction. On the other hand, Yumiko's Hammer Side Sig can hit opponents to both sides, and does leave Yumiko facing the other way, so it counts as a Reversal if and only if the opponent was knocked to the opposite direction.

Legend Attack
Grapple Hammer Icon.png Down Sig
Rocket Lance Icon.png Down Sig
Sword Icon.png Side Sig
Grapple Hammer Icon.png Down Sig
Blasters Icon.png Side Sig
Grapple Hammer Icon.png Neutral Sig
Grapple Hammer Icon.png Down Sig
Axe Icon.png Neutral Sig
Blasters Icon.png Down Sig
Bow Icon.png Down Sig
SkinIcon Val Classic.png
Val
Sword Icon.png Neutral Sig
Scythe Icon.png Down Sig
(no active input)
Grapple Hammer Icon.png Side Sig
(only back half of attack)
Gauntlets Icon.png Side Sig
Axe Icon.png Side Sig
Spear Icon.png Side Sig
Scythe Icon.png Side Sig
(no active input)
Katars Icon.png Neutral Sig
(active input backwards)
Gauntlets Icon.png Side Sig
(no active input)
Battle Boots Icon.png Neutral Sig
Battle Boots Icon.png Down Sig
Rocket Lance Icon.png Down Sig
Katars Icon.png Down Sig
(no active input)
Scythe Icon.png Neutral Sig
Battle Boots Icon.png Down Sig
(no active input)


Steerable Signatures

A limited amount of Signature attacks allow the user to change their movement direction while charging the attack. This movement is a lot more restricted than regular movement, but is usually enough to impact where your attack will land.

There are two types of steerable Signatures:

  • Fully Steerable: These Signatures can be steered left and right freely.
  • Partially Steerable: These Signatures have much more limited steering. Most of these signatures rely on prior momentum from running or dashing, and can only be significantly steered in one direction. Their movement can be cancelled out by stopping steering.

List of fully steerable Signatures:

Legend Attack Notes
Axe Icon.png Down Sig These have the most freedom of movement out of any other steerable Signature.
Gauntlets Icon.png Down Sig
Katars Icon.png Down Sig This can only be steered during the attack, not while charging.
Cannon Icon.png Down Sig This can only be steered during the attack, not while charging.

List of partially steerable Signatures:

Legend Attack Notes
Rocket Lance Icon.png Side Sig The attack can be steered slightly forward if running before charging.
Axe Icon.png Side Sig Steering backwards at the beginning of the charge will push the player far backwards.
Bow Icon.png Down Sig
SkinIcon Nix Classic.png
Nix
Scythe Icon.png Side Sig The attack can be steered decently forward if running before charging. This also works with x-pivotting.
Scythe Icon.png Down Sig Weak steering, barely moves the attack.
Bow Icon.png Down Sig The attack can be steered far forward if running before charging.
Grapple Hammer Icon.png Down Sig The attack can be steered slightly forward if running before charging.
Orb Icon.png Down Sig The attack can be steered slightly in either direction during the charge period of the second part of the attack. This only works if the user is airborne.
Axe Icon.png Neutral Sig The attack can be steered extremely far forward if running before charging.
Grapple Hammer Icon.png Down Sig The attack can be steered far forward if running before charging.
Blasters Icon.png Down Sig Weak steering, barely moves the attack.


Teleporting Signatures

Some Signature attacks will teleport the user directly to another location, marked by a visual indicator. Unlike regular moving Signatures, the opponent can not be hurt if they are between the user's initial location and the teleport destination.

Teleporting Signatures can be cut short if used into walls, allowing their hitbox to come out at a shorter distance.

Teleporting Signatures also behave strangely when performed on or against sloped surfaces, which often results in unintended changes to the trajectory of the teleport; this typically manifests as diagonal movement parallel to the surface the user is currently standing on, or the teleport will fail and keep the user in place. In some cases, particularly with Petra Down Gauntlets, the user might clip into the inside of the stage.

List of teleporting Signatures:

Legend Attack Visual Indicator
Sword Icon.png Down Sig White, glowing star
Scythe Icon.png Down Sig Purple star
Gauntlets Icon.png Down Sig Small red flash, disappears quickly
Scythe Icon.png Down Sig Portal


Transforming Signatures

Transforming Signatures are Signatures that change properties if charged for a longer time. Most of these Signatures simply reach further when charged, with an indicator to show when the Signature has transformed.

Most of these Signatures can be fully transformed during a charged Gravity Cancel, with the exception of Xull (who can charge halfway) and Petra's side-sig (which can't at all).

List of Signatures that transform when charged:

Legend Attack Uncharged Attack Charged Attack Indicator
Cannon Icon.png Down Sig A single lava plume shoots from the ground. 2-3 lava plumes shoot from the ground. More molten rocks in the ground.
Gauntlets Icon.png Neutral Sig Rayman punches upward. The punch reaches further. Rayman's fist starts to glow yellow.
Gauntlets Icon.png Side Sig Rayman punches forward. The punch reaches further.
Scythe Icon.png Neutral Sig A single star shoots upward. Three stars shoot up, all slightly higher. A star appears on the ground, Fait crosses her arms and a sound plays.
Scythe Icon.png Side Sig Three small stars shoot forward. A single star shoots much further forward. The Scythe flickers purple and a star appears on it.
Orb Icon.png Side Sig Petra's orb shoots forward. The orb shoots out faster and goes further. Petra leans further forward, with her Orb behind her head.
Orb Icon.png Down Sig Petra hold an energy orb over her head, and throws it down. The orb's explosion gets larger the longer it is charged, with 3 different sizes possible. The energy orb above her head will get slightly larger, and Petra will reach her arms out further.
Axe Icon.png Side Sig Volkov slashes his axe forwards. Volkov flies into the air and slashes downwards, performing a completely new move. Volkov starts to fly.
Greatsword Icon.png Neutral Sig Arcadia sends a faerie-powered poke upwards. This can hit grounded enemies. Arcadia jumps into the sky greatsword forward. This can not hit grounded enemies. Wings appear on Arcadia's back.
Greatsword Icon.png Side Sig Arcadia hurls her greatsword for a large pink slash forward. Arcadia shoots out a faerie blast far forward. The greatsword starts glowing blue.
Battle Boots Icon.png Side Sig Thea dashes forward. The dash distance increases the longer it is charged, with 3 different distances possible. The wings behind the boots enlarge.
Cannon Icon.png Down Sig Seven launches herself upwards. Vertical launch distance greatly increased. Fist and rocket engine attachments.


Projectile Signatures

Projectile Signatures are Signature attacks that include a hitbox disjointed from the player. The most notable projectile Signature is Thatch's Blasters down Signature, where he fires off two large cannonballs.

Projectile Signatures are distinct as they do not allow the player to Chase Dodge after hitting an opponent. Projectile Signatures also have unique interactions with terrain, passing through platforms but immediately detonating on any other terrain (this can allow for attacks to come out quicker if hitting a wall).

There are two types of projectile Signatures:

  • Pure Projectile Signatures: These Signatures only launch projectiles.
  • Hybrid Projectile Signatures: These Signatures have both a direct damage part as well as projectiles. The direct damage grants the user the ability to Chase Dodge on hit; it could be a setup attack for the projectile, or be the main part of the Signature where the projectile is used as a way to cover the user or as a second option.


List of pure projectile Signatures:

Legend Attack
Blasters Icon.png Down Sig
SkinIcon Ada Classic.png
Ada
Blasters Icon.png Neutral Sig
Grapple Hammer Icon.png Down Sig
Bow Icon.png Down Sig
Gauntlets Icon.png Neutral Sig
Katars Icon.png Down Sig
Cannon Icon.png Neutral Sig
Cannon Icon.png Down Sig
Cannon Icon.png Neutral Sig
Cannon Icon.png Down Sig
Bow Icon.png Down Sig
Gauntlets Icon.png Down Sig
Scythe Icon.png Neutral Sig
Scythe Icon.png Side Sig
(when charged)
Orb Icon.png Neutral Sig
Orb Icon.png Side Sig
Orb Icon.png Down Sig
Rocket Lance Icon.png Down Sig
Bow Icon.png Side Sig
Spear Icon.png Down Sig
Greatsword Icon.png Down Sig
Greatsword Icon.png Side Sig
(when charged)
Cannon Icon.png Neutral Sig

List of hybrid projectile Signatures:

Legend Attack Direct Damage Part Projectile Part
Blasters Icon.png Down Sig Laser attack Drone missile
Katars Icon.png Side Sig
(on hit only)
Chain attack Shockwave after slam

This projectile can pass through multiple targets without stopping

Scythe Icon.png Down Sig Portal slam and slash
Cannon Icon.png Side Sig
(not into wall)
Crab tank claws Scrap metal chunk
Battle Boots Icon.png Side Sig
(on miss only)
Forward kick Sockwave


Terrain Impacted Signatures

Typically if an attack goes off the edge or hits a wall, it will either play out normally or get caught in the wall. Certain attacks, however, have unique endings depending on the terrain they interact with.

List of Signatures that are impacted by terrain:

Note this list does not include the following:

  • Projectile Signatures, which always pass through platforms and detonate on impact with any other terrain.
  • Teleporting Signatures, which always get cut short if used into a wall.
  • Moving Signatures, which always stop moving and execute the attack if used into a wall.
Legend Attack Regular Attack Terrain Resulting Attack
Spear Icon.png Neutral Sig Orion jumps up and jabs his Spear into the ground. Off Edge Orion continues the jab, reaching much lower than the stage.
Rocket Lance Icon.png Side Sig Lord Vraxx launches forward with his Lance, causing an explosion at the end of his travel. Into Wall The explosion occurs as soon as Lord Vraxx hits the wall, however the explosion occurs inside the wall.
Grapple Hammer Icon.png Down Sig Gnash leaps forward and slams the ground. Off Edge Gnash continues leaping forward, reaching slightly lower than the stage.
Grapple Hammer Icon.png Side Sig Scarlet slams her hammer into the ground. Off Edge Scarlet continues the swing all the way, hitting everything underneath her.
Katars Icon.png Down Sig Lucien jumps and slashes forward. Off Edge Lucien doesn't hit the ground, causing the attack to last for a few more frames.
Axe Icon.png Neutral Sig Teros jumps up and slams his Axe into the ground. Off Edge Teros continues the swing all the way, hitting everything underneath him.
Bow Icon.png Down Sig Ember jumps and shoots an arrow into the ground, which creates a large splash on contact. Off Edge The arrow goes slightly further but does not splash at the end.
SkinIcon Val Classic.png
Val
Sword Icon.png Side Sig Val jumps and dashes forward with her sword. Off Edge Val swings directly underneath her.
Into Wall Val hits the wall and dashes up it.
Axe Icon.png Side Sig Ragnir pounces forward and hits the ground with his Axe Off Edge Ragnir continues the swing all the way, hitting everything underneath him.
Gauntlets Icon.png Down Sig Cross's demon hand travels across the ground Into Wall The attack is automatically sent out as soon as the demon hand hits the wall.
Rocket Lance Icon.png Neutral Sig Artemis shoots a black hole into the sky. Into Wall The black hole immediately detonates on contact with the wall.
Scythe Icon.png Down Sig Artemis shoots a black hole into the ground, exploding on impact. Off Edge The black hole goes slightly further down and does not explode, making for a smaller hitbox.
Cannon Icon.png Side Sig
(on hit only)
Isaiah shoots his target and his drone sends out a missile, exploding on the enemy. Into Wall If the drone's missile is close enough to a wall, the missile will explode against the wall. This sends the enemy on a different trajectory than a regular hit.
Sword Icon.png Down Sig Jiro lets out a shadow clone who runs forwards. Into Wall The attack is automatically sent out as soon as the shadow clone hits the wall.
Cannon Icon.png Down Sig Lin Fei backfilps and shoots a fiery dragon head blast that envelops the ground. Off Edge The dragon head shoots out of her cannon and bites directly in front of her.
Bow Icon.png Down Sig Zariel flies and shoots three arrows that explode on the ground. Off Edge Any arrows that don't hit the ground continue further below the stage before exploding.
Axe Icon.png Down Sig Rayman flies into the air and swings his Axe into the ground. Off Edge Rayman continues the swing, reaching slightly further below the stage.
Grapple Hammer Icon.png Down Sig Thor rises into the sky and throws his Hammer forward. Into Wall The Hammer stays spinning in place where it hit the wall until the end of the attack.
Rocket Lance Icon.png Neutral Sig Vector turns into a jet and launches upwards before turning, making a crescent shaped attack. Into Wall Vector slides along the wall vertically up.
Rocket Lance Icon.png Side Sig Vector moves up and turns into a jet, then launches diagonally down. Into Floor Vector slides along the floor horizontally.
Into Wall The attack stops.
Scythe Icon.png Down Sig Volkov summons a red vortex from the ground that hurts anyone who steps on it. Into Wall The vortex instead comes from the wall, which makes its appearance and hitbox vertical.
Greatsword Icon.png Side Sig Jaeyun slams the ground, causing boulders to pop out. Off Edge Jaeyun swings downward in the air, cutting leaves in his path.
Greatsword Icon.png Down Sig Jaeyun slides his Greatsword along the ground, bringing up a flury of rocks. Off Edge Jaeyun swings below his feet in the air, cutting leaves in his path.
Grapple Hammer Icon.png Down Sig Magyar floats into the air and slams his hammer downward, causing an explosion on impact. Off Edge The attack goes a bit further below the stage, with no explosion at the end.
Orb Icon.png Down Sig Reno jumps into the air and shoots a blast underneath his feet that hits the ground. Off Edge The attack is reduced in size from not hitting the ground.
Scythe Icon.png Down Sig Munin shoots a blast of musical notes downwards that bounce a little once they hit the ground. Off Edge The attack does not bounce and goes slightly further down.
Spear Icon.png Down Sig Arcadia sends out a faerie trap on the floor. Into Wall The faerie trap now lands and sticks onto the wall.
Greatsword Icon.png Down Sig
Gauntlets Icon.png Down Sig Tezca jumps into the air and slams the ground, causing an energy blast. Off Edge The slam goes further down without a blast.
Orb Icon.png Down Sig Red Raptor jumps into the air and summons his mech foot, kicking down to the ground. Off Edge The mech foot reaches slightly further downward.
Scythe Icon.png Neutral Sig Loki forges a diagonal portal in the air to pull his opponents through. Into Wall The portal is forged horizontally on the wall.
The non-active input version sends the target at a lower angle.
Scythe Icon.png Side Sig Loki attacks with his serpent, swings his scythe forward, before doing a slam with his scythes. Off Edge The slam reaches slightly further downward.
Scythe Icon.png Down Sig Loki creates a portal above him and falls down, slashing forward and slamming when he reaches the ground.
Cannon Icon.png Side Sig Seven launches a scrap metal chunk from the crab tank's main gun. Into Wall Seven rams the crab tank into the wall.
Cannon Icon.png Down Sig Seven launches herself upwards with her cannon. Off Edge The exhaust from the initial launch are released into the air below Seven.
Blasters Icon.png Neutral Sig Vivi jumps into an aerial kick and shoots two small consecutive blasts diagonally down. Into Wall Vivi shoots two large simultaneous blasts straight down.
Blasters Icon.png Side Sig Vivi cartwheels forward into a kick and shoots targets forward. Into Wall Vivi shoots targets upward.


Two Hit Signatures

A limited amount of Signatures will have two hits: an initial hit that occurs before charging, and the regular hit that occurs after charging. It is possible to get hit by the first attack and dodge out if the attacker decides to charge, however it is impossible to escape if the first hit lands and the attacker does not charge.

List of Signatures with an initial hit:

Legend Attack
Sword Icon.png Side Sig
Gauntlets Icon.png Down Sig
SkinIcon Nix Classic.png
Nix
Blasters Icon.png Down Sig
Blasters Icon.png Down Sig
Katars Icon.png Neutral Sig
Orb Icon.png Side Sig
Orb Icon.png Down Sig
Greatsword Icon.png Down Sig
Greatsword Icon.png Side Sig
Rocket Lance Icon.png Down Sig
Cannon Icon.png Down Sig


Backstepping Signatures

Some Signatures have an animation where the player steps back while charging the attack, such as Ember's Katar down sig. While fairly inconspicuous on its own, these Signatures have a unique property; if the slide-charges one of these Signatures, they will not actually step backwards. This causes the attack to go further than normally expected.


Mode Swapping Signatures

Mode swapping is a unique feature that allows signatures to take on different attributes. This is activated by a specific signature in a Legend's kit, for example, Seven's Spear Down Sig. After using this mode swapping signature, all signatures will have slightly altered properties - essentially turning each one into a new signature. This can include different charge time, stun, damage, active frames, recovery frames, etc.

Mode swap is visualized with an addon to the held weapon, and can freely be swapped back to the original mode by using the same activation signature or throwing the weapon.

Seven

SkinIcon Seven Classic.png

Mode swapping is available with Seven's Spear, activated by her Spear Down Sig. Her default mode is comprised of electric attacks, which are quick hitting with fast recovery but low damage. Her swapped mode consists of flame attacks, making her attacks slower but deal more damage with further reach.

The mode is indicated by the flamethrower attachment connected to the end of her Spear:

  • No flamethrower: Electric Mode
  • Flamethrower attached: Flame Mode

Performing Down Sig will first swap the mode then perform the signature. Throwing the Spear will reset the mode to default (electric). If Seven is hit while doing a Down Sig, the mode switch will still occur.

Attack Electric Mode Flame Mode
Spear Neutral Sig Seven thrusts her Spear upward with an electric shock. Seven fires her flamethrower upward.
This has longer active time and gives the attack an active hitbox while charged.
Spear Side Sig Seven's Spear tip is electrically charged as it spins forward. Seven's flamethrower is deployed, spinning into a firey tornado.
This has longer active time and further movement distance.
Spear Down Sig Seven swings her spear downward with an electric shock. Seven swings her spear downward while firing her flamethrower.
Mode Benefits:
  • Lower time to hit
  • Higher stun
  • Lower recover time and cooldown
  • Higher damage
  • Higher force
  • Larger threat coverage