Axe
Jump to navigation
Jump to search
| ||||||||
Axe is one of the Weapons used in the game Brawlhalla.
The Axe is a large cleaver with a long handle and heavy blade head. A two-handed weapon, Axe wielders will swing with all their might to thrash and slice any opponents in their way.
Kit
Ground Attacks
Neutral Light
The user swings the axe to the side. If it connects, the enemy will be hit again, causing knockback.
Attack Stats:
Base Damage
| 7 + 10 17 dmg total |
Fixed Force
| 78 impulse |
Variable Force
| 33 impulse |
Base Stun
| 26 frames |
Frame Data:
Startup
| 9 | |
Active
| Hit: | 10 (20) 5 |
| Miss: | 10 |
Fixed Recovery
| Hit: | 2 |
| Miss: | 16 |
Variable Recovery
| Hit: | 10 |
| Miss: | 6 |
Cooldown
| 9 | |
Frame Timeline:
| Hit: | Startup Active Delay Active Fixed Rec. Var. Rec. CD |
| Miss: | Startup Active Fixed Rec. Var. Rec. CD |
Side Light
The user chops the axe into the ground, knocking enemies into the air. This attack releases very little knockback against the enemy, allowing the user to connect the attack with another. However, knockback is modified along with the enemy's damage, so the user might knock the enemy farther that they desire.
- This attack does less stun the later that it hits.
Attack Stats:
Base Damage
| 10 dmg |
Fixed Force
| 68 impulse |
Variable Force
| 7 impulse |
Base Stun
| 25-30 frames |
Frame Data:
Startup
| 13 | |
Active
| 6 | |
Fixed Recovery
| Hit: | 12 |
| Miss: | 14 |
Variable Recovery
| Hit: | 0 |
| Miss: | 9 |
Cooldown
| 11 | |
Frame Timeline:
| Hit: | Startup Active Fixed Rec. CD |
| Miss: | Startup Active Fixed Rec. Var. Rec. CD |
Down Light
The user swings the axe diagonally upwards.
Attack Stats:
Base Damage
| 15 dmg |
Fixed Force
| 80 impulse |
Variable Force
| 35 impulse |
Base Stun
| 32 frames |
Frame Data:
Startup
| 10 | |
Active
| 7 | |
Fixed Recovery
| Hit: | 12 |
| Miss: | 14 |
Variable Recovery
| 7 | |
Cooldown
| Hit: | 9 |
| Miss: | 15 |
Frame Timeline:
| Hit: | Startup Active Fixed Rec. Var. Rec. CD |
| Miss: | Startup Active Fixed Rec. Var. Rec. CD |
Air Attacks
Neutral Air
The user attacks above themselves in a wide area.
Attack Stats:
Base Damage
| 16 dmg |
Fixed Force
| 40 impulse |
Variable Force
| 18 impulse |
Base Stun
| 28 frames |
Frame Data:
Startup
| 15 | |
Active
| 3 | |
Fixed Recovery
| Hit: | 11 |
| Miss: | 3 |
Variable Recovery
| Hit: | 7 |
| Miss: | 20 |
Cooldown
| Hit: | 9 |
| Miss: | 15 |
Frame Timeline:
| Hit: | Startup Active Fixed Rec. Var. Rec. CD |
| Miss: | Startup Active Fixed Rec. Var. Rec. CD |
Side Air
A swing sideways with a lot of knockback.
- The last active frame of this attack sends upwards at an angle.
Attack Stats:
Base Damage
| 18 dmg |
Fixed Force
| 75 impulse |
Variable Force
| 43 impulse |
Base Stun
| 16 frames |
Frame Data:
Startup
| 17 | |
Active
| 5 | |
Fixed Recovery
| 6 | |
Variable Recovery
| Hit: | 13 |
| Miss: | 18 |
Cooldown
| Hit: | 9 |
| Miss: | 15 |
Frame Timeline:
| Hit: | Startup Active Fixed Rec. Var. Rec. CD |
| Miss: | Startup Active Fixed Rec. Var. Rec. CD |
Down Air
The user covers the area below them with a swing. If done close to the ground, the user will land and swing behind them.
- To use the grounded variation, the player must be within a small margin away from the ground on the 15th frame of the attack (marked in light green).
- The non-grounded version of this move does different damage and force in the first 2 vs the last 2 active frames.
Attack Stats:
Base Damage
| 17/15 dmg | |
| Grounded | |
| 13 dmg | |
Fixed Force
| 24/40 impulse | |
| Grounded | |
| 41 impulse | |
Variable Force
| 27/24 impulse | |
| Grounded | |
| 25 impulse | |
Base Stun
| 23 frames | |
| Grounded | |
| 22 frames | |
Frame Data:
Startup
| 15 | |
Active
| 4 | |
| Grounded | |
| 8 | |
Fixed Recovery
| Hit: | 3 |
| Miss: | 2 |
| Grounded | |
| Hit: | 7 |
| Miss: | 9 |
Variable Recovery
| Hit: | 11 |
| Miss: | 19 |
| Grounded | |
| Hit: | 3 |
| Miss: | 4 |
Cooldown
| Hit: | 9 |
| Miss: | 15 |
| Grounded | |
| Hit: | 7 |
| Miss: | 13 |
Frame Timeline:
| Hit: | Startup Ground Check Active Fixed Rec. Var. Rec. CD |
| Miss: | Startup Ground Check Active Fixed Rec. Var. Rec. CD |
Grounded:
| Hit: | Startup Ground Check Active Fixed Rec. Var. Rec. CD |
| Miss: | Startup Ground Check Active Fixed Rec. Var. Rec. CD |
Recovery
The user jumps diagonally upwards while swinging the axe around them.
- The exhausted recovery has the same frame data as the normal recovery.
- The damage and force of the attack decrease as it goes on.
Attack Stats:
Base Damage
| 22-11 dmg |
Fixed Force
| 70-50 impulse |
Variable Force
| 50-22 impulse |
Base Stun
| 21 frames |
Frame Data:
Startup
| 24 | |
Active
| 13 | |
Fixed Recovery
| 3 | |
Variable Recovery
| Hit: | 9 |
| Miss: | 11 |
Cooldown
| Hit: | 9 |
| Miss: | 13 |
Frame Timeline:
| Hit: | Startup Active Fixed Rec. Var. Rec. CD |
| Miss: | Startup Active Fixed Rec. Var. Rec. CD |
Ground Pound
The user swings the axe around themselves.
- The charge has an active hitbox dealing 1 damage. Getting hit by it will release the charge.
- The released swing does less damage and force when it hits late
Attack Stats:
Base Damage
| (1) + [20 (6f), 19 (6f), 18 (3f)] 18-21 dmg total | |
| Grounded | |
| (1) + 11 1-12 dmg total | |
Fixed Force
| 50 (6f), 40 (9f) impulse | |
| Grounded | |
| 80 impulse | |
Variable Force
| 45 (6f), 40 (9f) impulse | |
| Grounded | |
| 25 impulse | |
Base Stun
| 18 frames |
Frame Data:
Charge
| 18-267 | |
Startup
| 17 | |
Active
| 1-250, 1-15 | |
| Grounded | |
| 1-250, 1-15, 3 | |
Fixed Recovery
| 10 | |
| Grounded | |
| 7 | |
Variable Recovery
| 8 | |
| Grounded | |
| 15 | |
Cooldown
| 0 | |
Frame Timeline:
| Hit: | Charge Ground/Hit cancel Chainsaw Ground cancel Active Fixed Rec. Var. Rec. |
| Miss: | Charge Ground/Hit cancel Chainsaw Ground cancel Active Fixed Rec. Var. Rec. |
Grounded:
| Hit: | Charge Ground/Hit cancel Chainsaw Ground cancel Active Active Fixed Rec. Var. Rec. |
| Miss: | Charge Ground/Hit cancel Chainsaw Ground cancel Active Active Fixed Rec. Var. Rec. |
Legends that use Axe
| Character | Primary | Secondary |
|---|---|---|
Update History
Patch 9.13 ()
- Axe Neutral Light: Increased Time to Hit from 8 to 9.
- Axe Down Light: Increased Time to Hit from 9 to 10.
See also
| Weapons |
|---|
| |