Brawlhalla/Blasters

From SuperCombo Wiki

Blasters IconBH.png

Blasters

Blasters is a weapon made based on range on disjointed hitboxes to keep your opponent at a distance while also being able to play aggressive.

Blasters
Pros Cons
  • Great Zoning weapon
  • Tons of universal kill confirms
  • Safe disjointed hitboxes you can throw out in neutral
  • Great Edgeguarding weapon
  • Easy to punish
  • Reactable Ground Pound
  • Has a lot of deadzones
  • Not too many true combos
  • Doesn't do well when pressured.

Blasters Grounded Normals

5A
Neutral Light
BlastersNlight.png
Peashooter
Damage Startup Active Recovery Var. Force Fix. Force
11.73 ~ 18.01 8 3(3) 7 0 30 (52)
  • This is a 3 hit normal, the 3rd hit will only come out if the 2nd hit lands, the 3rd hit is where most of the damage comes from. Very good normal if your opponent is very close.
5A
Side Light
BlastersSlight.png
BANG!
Damage Startup Active Recovery Var. Force Fix. Force
14.44 ~ 16.95 11 7 9 5 40
  • This normal hits further than the max range of Nlight, it is spammable though it is advised not to, it doesnt have any true followups, but you can sair after it.
5A
Down Light
BlastersDlight.png
Stormtrooper Aim
Damage Startup Active Recovery Var. Force Fix. Force
3.61 ~ 12.71 9(5)(5) 5(4)(4) 13 0(0)(7) 45(45)(30)
  • Dlight is a 3 hitting normal that hits the full way through no matter what, it is a good normal that starts off most of Blaster's combos.

Blaster Aerial Normals

5A
Neutral Air
BlastersNair.png
Shooting the Sky
Damage Startup Active Recovery Var. Force Fix. Force
13.53 ~ 15.89 7 8 25 20 45
  • This move is a great anti air, however there isn't much follow up from it besides Recovery, Blaster's deadzone is directly above it because it can't do much damage there without sigs.
5A
Side Air
BlasterSair.png
Shooting with style
Damage Startup Active Recovery Var. Force Fix. Force
14.44 ~ 16.95 11 9 28 42 49
  • Great move and reasonable start up time, is also a great kill confirm, you wanna be using this if you're in the air a lot.
5A
Down Air
BlastersDair.png
if this a 2d game, this would look really stylish
Damage Startup Active Recovery Var. Force Fix. Force
13.53 ~ 18.01 13 5 25 0 38
  • A lot of your damage is going to come from this move and sair if you're in the air. One of the best options when your opponent is on the ground, it's also great for edge guarding.
5A
Ground Pound
BlasterGP.png
How does the guns break their fall?
Damage Startup Active Recovery Var. Force Fix. Force
15.67 ~ 22.45 19 72 23 50 60
  • Ground Pounds last for however you're holding the button and will stop until they either hit something or until you let go. You can't get any true followups from this ground pound, but it hits like a truck and is bound to kill off stage at mid to high %'s. Good edgeguarding tool.
5A
Recovery
BlastersRec.png
I was down but now I'm up.
Damage Startup Active Recovery Var. Force Fix. Force
15.67 ~ 19.45 10 28 19 43 52
  • Recovery is a great anti air for opponents for right above you. It gives you a good amount of height to get back on stage, Will most likely kill opponents if they are off stage, and you if land it while being above the stage, they will bounce off of it to allow for a follow up, a good one for instance is dlight cd jump rec

Combos

5A
BlastersCombo1.gif

Dlight to Slight


A very simple combo that is true at low to mid percents. Also good damage and chase dodge followup potential.
5A
BlastersCombo2.gif

Dlight to Nlight


Another great combo that is fairly simple that can be performed low to mid %, However, you'd most likely be better off with Dlight sair
5A
BlastersCombo3.gif

Dlight to Sair


Dlight to Sair is the main b&b of Blasters, and will be where most of your damage comes from. Great anti-air.
5A
BlastersCombo4.gif

Dlight to CD Dair


This is one of the harder combos on Blasters but is really rewarding due to the placement of the opponent and the stage bounce or throwing them off stage for edgeguards. Can be done at any % with proper postitioning.
5A


Basic Gameplan

You can play blasters while keeping your distance and never really have to commit to anything to get your main source of damage. With tons of disjoints, you can easily combo from mid range at ease, using Chase Dodge to stay out of their range while punishing with Slight, try to stay out of the deadzones, such as directly above and directly below unless you intend to commit with something like Ground Pound or Recovery.

Edge Guarding

Blasters Edge Guard is fairly strong with being able to alternate between different normals, Nlight to catch jumps, Sair for double jumps, and Dlight if they are hugging the wall. Dair is also a good alternative if you want to fight offstage and mixing in weapon throw in your options should help secure wins offstage, Ground Pound is also a great tool for this with it's huge disjointed hitbox, but in most cases it's fairly obvious when you're going for it.

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