In Brawlhalla’s ranking system, there are 6 ranks: Tin, Bronze, Silver, Gold, Platinum, and Diamond.
What is the Diamond Rank in Brawlhalla?
Diamond is the top of the ladder - if you’re here, you’re one of the best players in the game. With that in mind, I’m going to discuss a more advanced training regiment.
Is Diamond a good Rank in Brawlhalla?
Being a Diamond player puts you in the top 0.7% of all Brawlhalla players. This is the highest division in the rank distribution.
What ELO is Platinum in Brawlhalla?
Diamond is any ELO greater than or equal to 2000. You can go below 2000, you’ll just stay in Diamond 1, the lowest division.
Advanced Training Regimen for any Weapon or Legend
At a high level, training is no longer about learning new things about your weapons - it’s almost entirely about developing your muscle memory for reads and complicated maneuvers. With that being said, let’s start with practicing reads.
Reading is all about knowing exactly how to punish any reaction from your attacks. For example, knowing what to do if, after a true combo, your opponent dodges in. If you can punish that, which way is the best? These are the high complexity questions that make Diamond players continue to improve, and they generally bring more questions than answers, so it’s a never-ending process.
We’ll start with the most basic form of read training: Single Option Punishing. Go to Training, and set your dummy to react in one way after getting hit (Dodge, Jump, Wake-Up, etc.) Hit the dummy with any given move, then attempt to punish their reaction. You know what they will do, so spend some time thinking about it beforehand to make sure that you will successfully punish. Keep performing this sequence over and over until you have it down to muscle memory, then move on to another. I suggest switching the move/scenario, but keeping the reaction the same, as you can focus on a single reaction more readily than an infinite set of punishes for all reactions. Once you’ve done this for every move in your kit, then you can change the reaction. Keep working on different reactions in the same manner, exhausting all possible options, until you’ve mastered all responses to a single option (with 9 dodges, jump, wake up, and react, you have 12 options to learn responses to).
Perform this same technique for all scenarios, prioritized in this way: ends of True Combos, ends of strings, ends of neutral engages, ends of neutral punishes, ends of anti-airs, ends of edgeguards, any other attacks.
From here, you can try the same technique with full combos and strings. If you’re unfamiliar with all of the potential strings and combos. This isn’t very different to the above process, but now you’re adding the slight variability of dummy positioning mid-string. Try fiddling with the starting percent to see what new options you can find.
The hardest part of this process, by far, is learning aerial punishes. To do this, control the dummy and have it jump twice into the air. Then, pause the game by entering the training settings, and set your dummy to reset its position on a timer. This will make your dummy spawn in the air over and over, which lets you practice aerial reads.
After practicing these, you’re ready for Multi Option Punishing. You shouldn’t start this regiment until you’re comfortable with around half of the Single Option Punishes. It’s near identical to Single Option Punishing, but, instead of setting the dummy’s reaction manually, you set the dummy’s dodge to Random. With some weapons, such as Blasters or Axe, you’ll really struggle with this, and, for others, it just isn’t possible to react to all options. With others, like Katars and Scythe, you should be able to react to almost every option, out of almost every move. Once you’ve done this, you’ll be on your way to true mastery of your weapon.
Training with the intent of optimizing tech performance is another staple part of Diamond level practice. Techs like Dash Jump Fast Fall, Ledge Cancels, and Corner Grips are all risky when not performed frame perfect, so getting them down is a necessity. Thankfully, it’s not as rigorous as training for Single Option/Multi Option Punishing.
Dash Jump Fast Fall, also called DJFF, is a tech which involves Dash Jumping off of a ledge, then Fast Falling while inputting and aerial attack or a Ground Pound. This is very easy to perform, once you’re used to the timing. Just practice it on the corner of a stage, using Frame Step to see if you’re performing it frame perfect.
Ledge Canceling is the process of using Brawlhalla’s ledge sticking mechanic to instantly do a grounded attack on a ledge, faster than landing on the ledge and then performing the attack. This one is a bit harder to check, as it’s not visually obvious where the limit for Ledge Cancelling is, but, once you’re comfortable with it, you’ll start to find the boundary for yourself.
Corner Grips are a commonly used movement tech to recover to stage from the wall. To perform a Corner Grip, you’ll need to jump less than a character width away from the wall, while being less than a character height below the corner. If performed properly, you’ll slide up the wall, and end up wrapping around the corner, on to the stage. Similarly to Ledge Canceling, there’s not a hard boundary to where it will and will not work, but you’ll get comfortable with it, with time.