Brawlhalla/Lance

From SuperCombo Wiki

Rocket Lance IconBH.png

Rocket Lance

Insert explanation of weapon here

Hammer
Pros Cons
  • Very easy to pickup
  • Great Air Mobility
  • Very simple 0 to death
  • Great Range
  • Great Recovery
  • Recovery makes you a sitting duck
  • Ground Pound is very telegraphed
  • If you whiff an attack it feels like forever til you're able to move again

Grounded Normals

5A
Neutral Light
LanceNlight.jpg
Damage Startup Active Recovery Var. Force Fix. Force
- - - - - -

Nlight is 3 hitting normal, where the 3rd hit only hits when the 2nd one does. This normal is best used at somewhat close range and you dont feel like using Slight, also viable for edge guarding with a rotation of Dlight.

5A
Side Light
LanceSlight.jpg
Damage Startup Active Recovery Var. Force Fix. Force
- - - - - -

Side Light is the best normal for starting combos, after landing the move it should give you enough time to jump and followup.

5A
Down Light
LanceDlight.jpg
Damage Startup Active Recovery Var. Force Fix. Force
- - - - - -

Dlight is the closest thing you have to a close range jab. However it does not really push the opponent back, it leads into a proper 50/50, potentially going into to nlight or slight, either way you have to predict the dodge or if there's even a dodge at all.

Aerial Normals

5A
Neutral Air
LanceNair.jpg
Damage Startup Active Recovery Var. Force Fix. Force
- - - - - -

Naturally, Nair doesnt lead into anything depending on where they dodge. It's a nice hitbox since it hits mostly all around you.

5A
Side Air
LanceSair.jpg
Damage Startup Active Recovery Var. Force Fix. Force
- - - - - -

Sair is the most used move in Lance's kit and for good reason, this move does a lot. It kills, it leads into a mixup, and is the start to potential 0 to death if you get a dodge read. There's rarely a bad time to use this move.

5A
Down Air
LanceDair.jpg
Damage Startup Active Recovery Var. Force Fix. Force
- - - - - -

Dair is another move that often used in Lance's kit. You want to focus on using this when you are edgeguarding or trying to hit the opponent while you are in the air and they are right below you.

5A
Ground Pound
LanceGP.jpg
Damage Startup Active Recovery Var. Force Fix. Force
- - - - - -

Lance Ground Pound is disjointed so is a safe move to possibly throw out while edge guarding, however that's really it for this move because you don't want to be using this move a lot compared to something like Sair.

5A
Recovery
LanceRec.jpg
Damage Startup Active Recovery Var. Force Fix. Force
- - - - - -

Lance Recovery definitely does it's job when getting you back to stage, however the issue with it mainly comes from not being able to do much while in the recovery animation. So a smart opponent will try to punish you when they see this with something like a weapon throw. However, unlike most Recoveries, you can hold and release whenever during the startup, so you can press and release for a short boost or hold it for the full duration for a far boost and since you don't freefall after recoveries in this game, you can do something like Sair to continue back to stage.

Combos

5A

[[File:|frameless|left]]

'


insert explanation here
5A

[[File:|frameless|left]]

'


insert
5A

[[File:|frameless|left]]

'


insert
5A

[[File:|frameless|left]]


Insert
5A

[[File:|frameless|left]]

'


Insert

Basic Gameplan

Insert explanation here

Edge Guarding

Insert explanation here

Game Navigation

General
Notation
System
FAQ
Legends
Bodvar
Cassidy
Orion
Lord Vraxx
Gnash
Queen Nai
Hattori
Sir Roland
Scarlet
Thatch
Ada
Sentinel
Lucien
Teros
Brynn
Asuri
Barraza
Ember
Azoth
Koji
Ulgrim
Diana
Jhala
Kor
Wu Shang
Val
Ragnir
Cross
Mirage
Nix
Mordex
Yumiko
Artemis
Caspian
Sidra
Xull
Kaya
Isaiah
Jiro
Lin Fei
Zariel
Rayman
Dusk
Fait
Thor
Petra
Vector
Volkov
Onyx
Jaeyun
Mako
Magyar
Reno
Munin
Weapons
Hammer
Sword
Blasters
Lance
Spear
Katars
Axe
Bow
Gauntlets
Scythe
Cannon
Orb
Greatsword