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Brawlhalla: Enlightenment of the Meta
Acknowledgement Advantage, Disadvantage, and Neutral If you ever look into the world of competitive brawlhalla, people will throw out terms such as “neutral,” “advantage” and “disadvantage,” all of which are key terms to understanding the game on a deeper, fundamental level. Often their meanings can come across as obtuse and rather abstract, and what exacerbates this confusion is that people make the mistake of trying to explain neutral before explaining advantage/disadvantage. This is why I’ve written this guide of sorts. Advantage/disadvantage are much easier ideas to understand compared to neutral, and once you get those two down, the concept of “neutral” follows along more naturally. The person with the disadvantage position will have fewer options available to them. Such as: Jump , Dodge , Dash or/and Recover. You’ll often find characters who are considered to be great at neutral, and these are generally characters that have more or better weapons at their disposal when trying to gain an advantage. In this respect, you might see people throw out another common but also confusing fighting game term: footsies. If one character tries to punch another, but he misses, his arm is now extended forward, and his opponent can “punch his punch” back. Or, if he anticipates a punch is coming, he can hit more quickly, preventing the attack from happening in the first place. Neutral and Psychological Damage You’ll often see people say a character in a game is “bad at neutral,” and sometimes they’re right, but take the statement with a grain of salt because a lot of people don’t understand what neutral really is. They think it’s just about who can more reliably get the first hit in, and then whose attacks can lead to more combos, but neutral is just as much about potential damage as it is about actual damage. Let’s use a example with two people fighting. They’re both in “neutral,” standing at the center of their
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