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Even without a weapon, Legends can still brawl using their hands and feet. Unlike weapons, every Legend uses the same unarmed moveset, but attacks and damage are still affected by their Stats.


Light ground attacks

Input Description Damage Stun Frame Advantage Force Animation Frame Data (min) Notes
Stun (total) Stun (after hit) Variable Fixed Startup Frames Active Frames Recovery Frames
Neutral A rapid series of two quick, extremely close-range punches in place. Hitting with these will trigger an unavoidable close combo of four punches. 16 65 19 3 0, 0, 0 or 31 25, 20, 26 or 45 2 3(9)6 7 Difficult to land on its own. It’s usually an element in a combo.
← / → A quick, short and lunging kick with one foot that carries the Legend forward a very short distance. Hitting propels the target backwards. 15 19 15 1 35~30 75~60 8 4 14 A bread-and-butter Unarmed attack on the ground: comes out fast, easy to land, easily chains into Neutral Light on opponents that don’t dodge.
A very short sliding kick that only hits very close to the ground. Hitting propels the target upwards. 8 32 31 28 5 45 7 9 17 Excellent for starting the combo or getting past the opponent while you’re lacking a weapon. Cannot KO on its own, but opens up the opponent for a proper beatdown.

Light air attacks

Input Description Damage Stun Frame Advantage Force Animation Frame Data (min) Notes
Stun (total) Stun (after hit) Variable Fixed Startup Frames Active Frames Recovery Frames


A quick punch and kick at extreme close range. Hitting with these triggers a flurry of three punches and kicks on the target. 21 50 15 -1 0, 0 or 37 19, 20 or 71 5 5(8)5 16 This attack lingers a bit, allowing you to catch the opponent in a heavy scuffle. Somewhat difficult to land, though.
← / → A single, delayed short-range punch forward that carries more force than average. 20 20 17 5 44~40 45 12 7 11 Again, a very useful bread-and-butter attack. Good for pushing the enemy away.
A diving kick that carries the Legend diagonally down and forward. Hitting with this deals multiple negligible-force combined hits rather than a single hit. Up to 22 Up to 40 20 1 25 39 7 20 18 Useful as a moving maneuver. Chains somewhat easily into Neutral Light/Forward if the opponent does not dodge.

Heavy ground attacks

Input Description Damage Stun Frame Advantage Force Animation Frame Data (min) Notes
Stun (total) Stun (after hit) Variable Fixed Startup Frames Active Frames Recovery Frames
Neutral A strong, rising uppercut, done in place. Has a short delay, and knocks targets straight upwards. 20.9 - 25 (depending on charge) 19 12 -9 65 40 18 7 20 The humiliation move: if you land it on your opponent, either you’re too good or they’re too aggressive. Naturally, it packs quite a punch.
← / → A lunging, short-ranged haymaker with one fist. Carries the Legend forward a short distance. 16.69 - 20 (depending on charge) 19 11 -13 55 45 22 8 23 A reliable finisher against a careless opponent. If you time it right, it can work wonders against a missed signature attack. Try punching the foe into the Bouncy Bomb you threw a split-second ago.
A close-ranged "coffee-grind" style kick that hits anything close to the ground on either side of the Legend, from front to back. 16.17 - 20 (depending on charge) 19 12 or 14 (front or back hits) -19 or -4 (front or back hits) 60 40 11 7(8)5 17 Takes a while to hit, but very good for protecting yourself so far as the Unarmed attacks go. Use it when your opponent is about to run past you.

Heavy air attacks

Input Description Damage Stun Frame Advantage Force Animation Frame Data (min) Notes
Stun (total) Stun (after hit) Variable Fixed Startup Frames Active Frames Recovery Frames



← / →

A rising "Dragon Fist" style uppercut that carries the Legend upwards a short distance. Has a short delay between carrying the Legend upwards and actually delivering the punch. 17 26 17 0 46 53 10 9 16 The recovery move as you know it, with some damage on your enemy if you do land the attack. Not too effective as a finisher.
A diving downwards stomp with one leg that stops all other momentum to carry the Legend straight down. 22 19 18 -3 50 48 16 24 (can be held until ground or opponent hit) 7 A reliable finisher off the stage if you can land it. Takes a while to stop if you release the button.


All combos are subject to change as the game gets tweaked from patch to patch.
Name Inputs What it's useful for Damage Stun Other notes
DLight, Jump, NAir Basic damage dealing combo 29
DLight, Jump, SAir 28
DLight, Jump, DAir Can be good for setting up a ledge guard ~30 Falls to ~20 Damage at red health
DLight, Jump, Recovery Great killing move 23 Can be followed up with NAir; Jump, NAir; Ground Pound; or Jump, Recovery
DLight, Jump, Ground Pound 30.7 Can be followed up with Recovery; or Jump, NAir
DLight, Jump, Gravity Cancel, NHeavy 28.9
DLight, Jump, Gravity Cancel, DHeavy Good kill move 24.4
DLight, Jump, Gravity Cancel, NLight 33
DLight, Jump, Gravity Cancel, DLight, Jump, NAir 37
DLight, Jump, Gravity Cancel, DLight, Jump, DAir ~38 Falls to ~28 at red health
DLight, Jump, Gravity Cancel, DLight, Jump, Recovery 31 Can be followed up with Jump, Recovery
SAir, DLight 28.7


  • As a general rule, players who are unarmed are at a disadvantage against those who are armed. They suffer from shorter reach, lower damage, lower priority than weapon-based attacks and heavy attacks that are either difficult to land or have a long startup time, making them easy to see and avoid being struck by. Unless you are extremely confident in your unarmed abilities or are practicing, it is generally recommended to use a weapon rather than go at it Unarmed in a fight.
  • Primarily, Unarmed is most useful as a contingency. If both players are without weapons and are racing for a weapon or item, well-placed unarmed attacks can damage your opponent while also knocking them around enough to allow you to reach the weapon or item first. Also if you find yourself unexpectedly without a weapon due to losing your weapon, timely unarmed attacks can hold off your opponent for a time, or catch an opponent off guard who may be expecting you to flee.
  • Unarmed attacks also do excel at certain things despite their shortcomings:
    • Light unarmed attacks come out extremely quickly. If you can compensate for their extremely short range, you will often find yourself landing your attacks first, with the opponent oftentimes too close to effectively retaliate.
    • Unarmed light attacks also have powerful comboing possibilities due to their low force and quick execution, especially when an opponent has not taken much damage. If you are able to catch an opponent by surprise and are knowledgeable of the moveset, an unarmed Legend can deal a steady stream of damage to an opponent before they are even able to retaliate, with certain successful strings able to knock out an opponent entirely. These are most useful when an opponent is caught off-guard however - if you are not absolutely confident in your unarmed and dodging ability, attempting to land on an unarmed combo string on an armed opponent can do you more harm than good.
  • A uniquely useful feature of the unarmed moveset is the aerial Down Heavy - a footstomp that strikes directly downwards, which can be executed easily after throwing a weapon. This is most often useful for finishing off Legends who have taken a lot of damage and are trying to jump back onto the stage - the hitbox of a thrown weapon is often broad, and if the thrown weapon hits or gets dodged, the targeted opponent leaves themselves vulnerable to the incoming footstomp, which at a high enough damage will knock them out instantly. This is perhaps one of the more commonly utilized features of the unarmed moveset, and a trick that’s worth learning and anticipating in any serious match.

See also