Brawlhalla: The Gauntlets Super Guide

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thank you to Skillshare for sponsoring this video you already know check out the link stay for the end of the video for the special deal and for now let's talk about some gauntlet gauntlets are a short-range explosive weapon they can turn the tide of the battle incredibly quickly through high damage strings and early offstage kills but they tend to struggle in the late game they have some of the most oppressive edge guarding tools out of any weapon so if you're a player that loves to go deep offstage you might want to consider gauntlets and their next weapon to pick up as of April 2019 there are eight gauntlet wielding legends pour a rock monster with low speed but high power you might enjoy him if you're a fan of slow hard-hitting archetypes whoosh Ungh a monk with a balance of stats and quick signatures he's your typical all-rounder Vow a cyborg with tanky defense and hefty signatures but also low attack and high speed if you're okay with prioritizing survivability over raw damage val might be the pick cross a new york city mobster with deceptively powerful SIG's gauntlets and guns isn't the easiest combo to wield but if used right they can force an opponent to play against two completely different styles so that's a definite advantage for a cross master more decks a quick werewolf with lower attack speed but devastating signatures if you like controlling the pace of the game more decks might be the best option there is Caspian a speedy thief with low defense but fast movement and signatures his two weapons are both effective as close-range rush downs so if you're all about going in consider playing some caspian Sario a celestial being with high damage and defense they're probably the most underrated legend in the game at high-level play so if you want to pick up a super strong but also underrepresented character sorry all's the way to go and finally Rayman sidelight traverses the ground with a nice quick uppercut its gauntlets primary setup tool and a great attacking approach option it launches the user into the air which can make it difficult for weapons with slower anti-air options to punish with that said though the recovery time is so low and the attack itself so quick that punishing is difficult even with a great option like spear down light or boat neutral light side light has no true combo follow-up but there are a couple effective string routes you can use side light Nair is unbel and leads to even more potential follow-ups side light recovery is also ungentle and can lead to more potential damage in a juggle at lower percents and a kill at high HP keep in mind that these are dodgeball and not guaranteed true combos however if your opponent blows their dodge or chooses not to dodge as a mixup they are inescapable sidelight also sets up a tech chase for a possible kill most dodges can be covered by a sidelight into GC side light either to the left or the right side and those that can't are covered by a delayed recovery down light is an advancing ground slam and also your main combo starting for pure damage down light dere is your optimal true combo but you can also down light slide light to either set up for a tech chase kill or a dodge punish at low percents you can go for something like down light side light recovering there or just down light side light nair into literally whatever you want at high percents the downlights eye light recovery might end up just taking the stock so you don't gotta worry about a follow-up after that one if you land your down light with a gravity cancel you can extend it even further GC down light near dere is a true combo as well as GC down light near recovery if for some reason the nair will bounce up your opponent far enough to land the recovery you can just go for a GC down light into the recovery and that's also a kill option keep in mind that down light moves you forward before the hitbox comes out so be careful try not to run into attacks as you're using it neutral light is a quick get off me tool and can also be used as an extender for some combo routes daran to neutral a is a nice quick 1/2 and you can also do Darrin to GC nutrilite if you know your opponents not expecting it very often you'll be able to use neutral light after you whiff in order to interrupt an opponent trying to punish you and there's also some stuff you can do stringing it into side light string it into down light tech chase at low percent Nutrilite has got a lot going for it but be careful because it does have a bunch of active frames and not that much range to make up for it Nair is an all-purpose tool on stage it leads to high damage combos and strings and all stage it can interrupt recoveries and super early along with that it comes out very fast and is very difficult to punish Nair into side air Nair into down air and Narron to recovery are your three most common follow ups but you should feel comfortable with naren's of Nutrilite narrated GC side light Maron 2 GC down light and to a lesser extent in air into ground pound those are all either combos or strings that you should be able to land consistently given the scenario of course it's hard to tell you which option to always go for because the follow ups will change based on momentum damage positioning whether or not your opponent has a dodge and overall just your ability to extend your combos so for example a momentum there will just fly across the map allow for a big range of follow ups but a standing there will be limited speaking of momentum there it's a sort of key thing with this move if you have momentum you can drag opponents deep you can drag them off stage from pretty much the center as long as you get that chased dodge or you get that - jump but if you want damage instead of the offstage positioning just reversed in there it'll kill the horizontal momentum and it'll toss them backwards for you to follow up ser is you're flying punch attack and not only is it great and satisfying when it hits but of course it's an amazing recovery tool the additional timing mix-ups and the raw horizontal distance that ser gives paired with the actual recovery of gauntlets which is also amazing in its own right just means that gauntlets their recovery game is insane on stage it flows and sets up into other moves beautifully especially at low HP values sarin tener sehr into sidelight ser Sanja ser why not you can pretty much follow up with anything which also makes it an amazing move to force out a dog from your opponent and get those huge damage punishes I mentioned sarin to sidelight earlier a falling ser into sidelight or JC satellite depending on the positioning and where you hit the move that'll cover four different dodges just on its own it has pretty decent priority and a deceptive amount of active frames which means you can kind of get away with a lot especially offstage when you're interrupting jumps fading out options and punishing with a falling Sara neutral will net you a ton of mileage and if you can convert on even more damage after the hit it'll make your gauntlets that much more terrifying there is a repeated downward punch which serves as a fantastic damage builder and the tech chase setup tool you'll most frequently land it there as a true combo off of down light but that doesn't mean your combo has to stop there you can follow every dodge after a dare close to the ground and cover multiple at once with just one option dare into GC side light will catch neutral up down and down in dodges Darren to chase dodging air will catch all outward options and Darrin to jump ground-pound will cover all the inward options if your opponent doesn't have a Dodge or just decides not to use it a Darrin to chase dodge Nair or a Darrin to chase sod recovery will catch them slipping the Nair will net you more damage as you'll get another true follow-up after it but they'll be able to jump out of it so if you think your opponent's gonna jump snag them with the recovery speaking of recovery gauntlet recovery is your recovery move there really needs to be a terminology change here it's like a beefed-up version of unarmed recovery albeit you don't have any horizontal control during the move but instead you've got insane priority and it's a fantastic knockout tool it strings very nicely in tune air and air at lower HP's and of course you'll see it offstage I mean that's just a given recovery can be very dangerous if you land in recovery in turn air when your opponent has no dodge off stage you've effectively turned around the edge guard and put yourself in a prime position to get the knockout I went over the other moves that set up into recovery earlier but on its own you can also shark to catch landings because it moves so fast when you input the attack reacting to it is near impossible but I would still be careful of getting reversed you don't want to you don't want to be like Icarus in the Sun all right you don't want to go too high up for the kill and then get hammered erred or something like that finally we have ground pound gauntlet ground pound is without a doubt the most reliable and the easiest ground pound to use in the game it requires way less positional accuracy than a lot of other ground pounds just because of the unique mechanic that you can steer it mid-flight so take full advantage of this all right you probably already are I don't think I need to talk about this move too much something you may not know is that if you hold the ground pound for a bit a small auto-release hitbox will appear it basically means that the move will come out automatically if someone passes through it but of course you can also manually release the ground pound for the main hitbox come out which in my opinion is what you should be doing not only is the hitbox that comes out much larger than the auto release one but it also gives you more frame advantage if you do end up landing hit as the release animation would have already started you'd also be avoiding any situation where someone barely makes it back to the wall and ends up getting their wall touches back just because the auto release didn't hit them yet he did so well in the crew battles this past Tuesday if your opponent doesn't have a dodge you can use the ground pan to follow up off of an air a ser Adair bunch of options for example one route you could go is a GC down light into chase dodging air into ground pound and of course if the ground pound pops them up high enough you can go for another nail if you land an air off stage and you know your opponent is gonna mash their jump button you can catch them with an immediate ground pound I would be careful using this against more experienced players they're much less likely to fall into that trap but I will say that if they're caught out without a dodge if they're caught out low in the stage without that many jumps and you read that they're gonna jump I mean why not go for it it's satisfying I sell over all the gauntlet moves float incredibly well together with enough practice and the right Reed's a stock can clock into the red with just a few neutral interactions I mean if you even need that every aerial sends downwards so more likely than not you're gonna be forcing off stage play for a good chunk of the game I mean who needs damage when he got the cubes I'm not gonna go too in depth with every legend I think that's better served for individual legend guides but I will scratch the surface a bit and go over each of they're calling the SIG's again this is not a here's every option here's every scenario here's every follow-up for each legend it's just a little thing for each one that I think could help you out core Zen sig is super fast and pretty safe it's great at catching upward and outward dodges after an air or ser or something like that keep in mind that when you slide charge it gravity doesn't stop you so careful I don't want to see y'all fall into your death side sig is a fantastic cig it's got great range and you know a Down light sides extreme might work here and there down sink is fantastic to just land on your opponent's with fading out options and then landing with the GC down sig will net you a lot of kills and it's something that your opponent is gonna have to respect down light into n sig is a great swing for whoosh on ledge trapping and baiting out options with down light and NSYNC both available is super powerful though I would be careful because n sig is kind of a commitment along with that you can string sarin to neutral sig Darrin to neutral sig et cetera those can all work if you've got the read side sig is kind of an extended poke but because it doesn't have that much force if they bounce on stage the risk/reward can often not be in your favor however if you do land it to let you punch them offstage take full advantage of that edge guard and secure the knockout you're down sig always sends the opponent in the direction that you're facing so be aware that when you're using it other than that it can be pretty effective at catching inward dodges but also be careful I mean it's a pretty big commitment Vale's NT can be great to catch up were dodges especially since it has a lot of active frames but be aware that if there's no ground to land on the force will reduce by a lot and they'll be sent down word I'd say is vowels and main knock out two on the gauntlets and it has this extra hitbox at the end that can catch opponents if they're not careful but it's also a big commitment so don't throw this out unless you got the read down sig is kind of more like a utility sig than a main killing one and it'll allow you to backup safely if you're spaced properly at low percents it can combo it into a narrow recovery but it won't kill until really really high percent and sig is fantastic it's got deceptively low startup and recovery frames if you wish you can immediately go for a neutral light which makes it pretty hard to punish it can be used to string out up down light and overall packs a punch slide sync is pretty short range but this also packs a punch it can be used to read a spot dodge or in word dodge after down light or I mean string out of down light if your opponent doesn't dodge down sig it's got its uses it's most commonly used to guard the lip of the stage but it hits upward so you really wouldn't be gaining that much of advantage for landing it if it won't kill it might be better just threaten with down light or go off stage I mean you got gauntlets right N Sync isn't that great there's probably gonna have to have a big-boy read to land it or something like that side sig has a deceptive range it's got great force it leaps over a lot of grounded attacks it can also be used to string after down light or neutral light so good take over all down sig was nerfed in both the winter holiday patch and the Hellboy patch but it's still a super strong option and definitely the best compensate the forward leaping angle is so brutal that you can confirm kills super early given that you're sending them off stage positioning and movement is key for this it's pretty good as a read after a down light or a neutral light and it also has deceptively low recovery frames meaning you'll often be able to bait out an opponent's punish and cover yourself with a neutral Encik is a great bait tool and can be used to cover a lot of options especially when the opponent is recovering from offstage it's got deceptively high active frames but also keep in mind that if you land it it doesn't give you a chase dodge because it's a projectile so using it to recover isn't really an option side Sig although it's slow and although it has small range is a reversal tool so if you land it in a bad situation you can probably get stage control back and it's also a potential string follow-up after down light or neutrally down Sega's a utility sig like fouls but it rarely kills and it doesn't really back you up far enough so it's kind of easy to punish I will say is good for punishing dodges because there's a bunch of active frames as the bombs go off but I mean it's got that going for it and sig is super fast it covers the air it can be used to recovery with the GC I think this thing is pretty good you can do an air and then if they spot dodge and NSYNC will catch them out there's a bunch you can do with this sig play around with it everything's Oriole it's got a lot going for him especially with that side sig I think this might be the best stick in this kit it's got a nice and high hitbox you can down light into side sig it's a good string it hits at that nice and prime horizontal angle again sorry oh very underrated character his down take is similar to course but with a slightly smaller hitbox actually I think about it zor-el is just like space core his n cigs the vertical grab his side SIG's that extended hitbox throwing thing and his down sig is just a nice back thing you know what sorry oh he's he's just space rock man he's the guy from Thor 3 no I'm an idiot n sig covers the same area as recovery so I don't think you'll see that much usage and strings but with the recent buff you can throw it out it comes out pretty quick the regular side sig is pretty decent but the true power comes from the sparked up version sparks side sig it has extremely long range for a gauntlet sig considering it also doesn't displace you and it deals 28 damage I mean down light side sig at high percents it's a read based knockout option Danzig is a pretty good tool to cover the lip of the stage with the constant hitbox on a map like shipwreck it'll just see a huge boost in utility similar is something like ADA's run n cig but it's not really worth to use it of dog punish because there's a bunch of active frames and the damage isn't the greatest you'd probably be much better off if you just went for a standard gala follow as gauntlets your primary goal should always be applying pressure whether it's through your combo openers high-damage dodge punishes or incredible offstage game gauntlets excel at forcing opponents to respect their birth style you don't always need to approach and put yourself in there to apply pressure just occupying space is often enough to make your opponent's really uncomfortable spacing downlights is one of the most important options for a gauntlet player it sets up guaranteed damage at any percent and also a kill as you clock into the red coal nuts don't have a super safe aerial poke option like spear ser or orb dare so down light and satellite are both essential for you to space and neutral because of its range you're gonna have to play pretty close to the chest so you'll have to have at least at least some proficiency and you know baiting out your opponent because you don't really have the luxury of spacing a - side light from all the way across the map like guns you gotta stay close to your opponent gauntlet side light is one of the scariest moves to fight against it's relatively difficult to punish creates massive punishes on its own and it can lead to a knockout take full advantage of this practice your follow ups after sidelight and training room until you can land them more consistently then take it into a real match and continue practicing it there this is true for every weapon in the game but especially something like gauntlets and especially something like scythe you have to make your opponent respect your options if you always go for the Dodge Reed they'll learn to never dodge and you'll never get your huge punish so how do you do that you condition someone to dodge by making them fear the string so you go for the extended follow-up and the next time they get hit by the opener they'll think oh no they're gonna go for an extended follow-up match their dodge and that's when you catch them with a huge damage punish every hit has to feel like a minigame for the opponent to escape and then once you end up catching their dodge maximize your punish as much as you can Gollancz have so much potential and extensions say you got to make the most of it gauntlets are a momentum based weapon and I'm not talking about the mental capacity but literally and how the moves interact you need speed to pull off huge damage punishes otherwise your character will freeze in place and drop the combo this means utilizing your space on the map is super important gauntlets want to kill off stage every aerial move okay with the exception of recovery I know someone's gonna comment that every aerial move sends downward which means that if you landed on stage the force is going to be reduced this leads to situations where your enemy is at super high percent and the gauntlets can't follow up because the force is too high but they also can't knock out because the enemy keeps bouncing that means you have to capitalize in the offstage game even if you don't edgeguard 100% of the time threaten the space make your opponent fewer options that is invaluable come on let's have the tools to knock out extremely early off stage your job is to remind your opponent of bet a single well-placed Nair can lead to a kill so don't get impatient force your opponent to blow their options and then punish hard at high percents you might want to give up some more guaranteed damage for a chance at a knockout so down light slide light instead of going for down light dare to set up for a tech chase or even just go for a read after the down light more often than not your opponent's not gonna expect a cig right after down light so they might not dodge it but it's all about reading the scenario and it's all about mixing up your options so don't always go for the same thing keep your opponent on their toes you know gauntlets can sometimes struggle to get out of juggles because there's small range and low priority on some attacks so be careful try not to blow all your options while being juggled or be too predictable while coming back on stage and remember always ser is your friend when picking up a gauntlets legend you probably want to meet one of these two criteria which is fantastic government signatures or a secondary weapon with great kill setups as I mentioned before at gauntlets main weakness is on stage kill power so you know great signatures can help mitigate that and make gauntlets that much more scary if a legend doesn't have either of those they aren't necessarily a bad character but they are gonna have a lot harder time securing games to recap at all I'd categorize gauntlets as a burst damage weapon with very fluid motion your main damage builders are down light follow-ups after sidelight and dodge punishes all the straight hits your kill options are recovery side light tech chases and pretty much anything off stage oh and of course your lighting signatures I mean that's just a given a good general strategy is always trying to apply pressure forcing the offstage game and conditioning defense keep in mind I mean this is just one person's take on the weapon don't let me have too much influence alright because I don't really want that I don't want sort of that form your own opinion based on the information that I presented and what you experience yourself these videos are right they're meant to help the community okay I don't want you all arguing about semantics or taking apart individual words to blast someone this is for you okay hopefully you enjoyed it if you want to request the next weapon guide leave a comment and I'll give it a quickie one to consider a rule in the meantime you can check out other guides up with today's sponsor if Skillshare you heard of them they got twenty five thousand plus high level educational classes that you can take to grow and pretty much any field you want I mean they got everything you already know this bid was like three months in the making and delayed and seriously without some procrastination tips I'm probably gonna do it again so shout outs to jail for this 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Channel: eggsoup
Views: 392,246
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Keywords: brawlhalla, eggsoup, brawlhalla guide, gauntlets, gauntlets brawlhalla, gauntlets guide, brawlhalla gauntlets, brawlhalla gauntlets guide, eggsoup brawlhalla, mordex, mordex brawlhalla, brawlhalla mordex, caspian brawlhalla, val brawlhalla, cross brawlhalla, brawlhalla cross
Id: p3esRkvGrDQ
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Length: 26min 3sec (1563 seconds)
Published: Sat Apr 27 2019
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