SA, DL, X (You need to be sliding on the floor during the SA) 42 DamageĭA, SA (very damage dependent) 35. SL, DH (Koji) Upwards of 42.2 Damage (You many need to charge it for timing) SL, SH (Koji) (Low-Mid Damage) 50.1 Damage SL, NH (No to very little damage) 42.8 Damage X = Whatever followup previously mentionedĭL, GC, NH (Hattori) (True due to the dodge startup time) 32.4 Damage DL, GC, NH (Thatch) 35.7 DamageĭL, NH (Need to land on the floor first and dodging can help) (Jhala) 31.4 DamageĭL, J, GC, SH (Thatch) (More Reliable when you jump) 38.2 Damage This does the ground version of whatever you did.) GC = Gravity Cancel (Dodging without moving in the air and then doing an attack or even taunt. GP = Ground Pound (Down heavy in the air) The first person to run out of lives loses the game. The concept is simple, you fight to the death. In stock, the players (2 or more) have the same number of lives at the start of the match.
![diana brawlhalla combos ps4 diana brawlhalla combos ps4](https://img.youtube.com/vi/7fNFfkjLl1c/hqdefault.jpg)
This move is essentially an anti-aircraft gun. This helps you get back on stage hence the name.) For starters, there are two main modes: Stock and Time. All of her sigs play a very different role, and can all be used in very different ways. R = Recovery (Any heavy attack in the air other then the down heavy. I'm sorry if I messed any of the damage numbers up. I'll try to make it clear when you need a higher dex character to make it true. The ones with signatures are done with the legend who does them's default stats against a legend with 5 armor. All damage numbers on a combo without a signature in them were done with a legend with 5 strength against a legend with 5 defence.