Best Reno combos, strings and tips in Brawlhalla

Reno stats
Reno is an all rounded legend with a higher focus on defense and dexterity. This makes his stats pretty viable and interesting. The stance that we are going to be using on Reno is strength because that is his weakest stat and the decrease in dexterity doesn’t hurt that much.
Basics of Brawlhalla combos
There are two types of attacks: light and signature
Light attacks are used for approaching an enemy.
Signature attacks are used for finishing an opponent.
Every legend has the same light attacks (if they have the same weapon), but signatures are different for every legend. Signatures are also referred to as sigs.
Reno Best Combos, Strings and Signature Moves
Reno’s kit includes blasters and orb, which make him bit tougher to master, considering the orb and blasters have some tougher combos.
Orb best legends:
Orb > sSig
A long ranged sig that covers a large area ahead of Reno. It’s a great and fast signature which means you should use it during your gameplay! You can pair it with a dash, finish off strings, combos etc.. Launches opponents horizontally, finishes them at ~150%.
Orb > dSig
Reno’s orb dSig is a interesting signature. It launches Reno upwards whilst shooting out a huge laser from the orb. The most notable use for it would be at the edge, or with a sneaky gC but other than that it doesn’t have much use for killing onstage considering it hits downwards unless you hit it onstage, which then shoots your opponent diagonally upwards. You can also use it sometimes on stage to trick your opponents. Finishes opponents at ~140%.
Orb > nSig
Reno whips out a jello like whip which then sparks two explosive shots upwards. Decent range and also relatively fast. One downside though is that it doesn’t hit grounded opponents. You can use it at the edge, for strings, unexpected hits and etc… Launches opponents diagonally downwards. Finishes opponents at ~150%.
Best Reno orb combos and strings
sLight > dLight
The most reliable combo in orb’s kit. Great for racking up damage and gives you solid positioning. You should really use it in your gameplay. Possible at all percentages, because of the sLight’s fixed knockback which makes the combo even better.
nLight > sLight
A great string that leads up into bigger strings and combos. Also racks up damage and has a small dodge window of 3 if performed correctly.It however isn’t possible at all percentages,the string is only possible up to 80%, and after that it isn’t really viable.
dLight > gC > nLight
A great true follow up after dLight. It is also very reliable because it is possible up to 150%! You should definitely use it in your games if you want to improve your orb skills! You can also follow up with a sAir after the nLight on earlier percentages.
dLight > nAir
Also a great follow-up after dLight. The difference between it and the nLight variant is that you can use the nAir to follow up the sLight dLight combo and it has other follow-up potentials, and it also has fixed knockback! You should also master this combo! Possible up to 120%, but at those percentages you should use the sAir.
sLight > dLight > nAir > sAir
Great string for racking up massive damage. It is basically the combination of all the before mentioned combos. You can also replace the sAir with the Rec if you are not near the edge of the stage, or to rack up a bit more damage, considering they have pretty similar dodge windows. Make sure you also know this string and switch up the moves from time to time! Possible up to 100%, after that it has a way too big dodge window after the dLight hit.
dAir > sLight > dLight
Great follow up option after the dAir. It is a great dodge read if your opponent keeps dodging to the side, but if the opponent is dodging neutral you can opt-out for a nLight follow-up after dAir. Great for racking up damage as well. Possible up to 70%, because of the dAir knockback which is unfortunately a big downside.
Check out these legends with orb:
Best Reno blaster combos and strings
Article with blaster specific combos:
Blaster > nSig
The blasters nSig is a great signature. It covers a huge area, has decent length but it isn’t very fast and it doesn’t hit grounded opponents. You can use it for edge-guarding pair it with a slide, cool strings etc…
Launches opponents diagonally upwards, finishes them at ~150%
Blaster > sSig
A fast signature that packs a punch and has great and long range! Just be careful when using it considering it doesn’t hit opponents if they are very close to you. You can use it for a sneaky punch, cool strings etc. Launches opponents horizontally, finishes them at ~150%
Blaster > dSig
Reno shoots out rapid-fire shots out of his pistol whilst he is flying mid-air, which then connects into a shot that launches opponents with great force! This is kind of a two part sig considering that you have to land the first shot so that the second stronger one comes out. However, it is still a great move for edge guarding so make sure you combine it with the other great moves in blasters kit when edgeguarding! You can also use it on stage for a sneaky punch! Launches opponents diagonally downwards, finishes them at ~180% on stage.
Best Reno blaster combos and strings
dLight > sLight
The most basic blaster combo. It is effective and great considering that the dLight is decently fast and the follow up sLight is easy to input. You can use this combo to follow-up into some dodge read strings. Possible up to 70%
dLight > sAir
This is a great combo and also a kill confirm. Use this combo when you hit a dLight near the end of the stage so that you can confirm a sAir kill. Possible up to 70%
sAir > nLight
Also a pretty good combo when you hit an opponent mid-air. But it doesn’t work at later percentages considering sAir is a kill option. Possible up to 40%
sAir > dLight > sLight
The best combo in blasters kit, considering it consists of three moves, meaning it does the most damage.
Also doesn’t work at later percentages because of the sAir. Possible up to 40%
dAir > gC > dLight > sAir
String that ends with a side-air, you can use it to kill opponents when near the end of the stage. Possible up to 140%.
dAir > gC > nLight > cD > Rec
This is also a string. You can use this one to kill opponents when you are in the middle of the stage because of the recovery. Possible up to 140%, because of the dAir.
dLight > sLight > sAir
A follow up after the true combo. Good for racking up damage. Possible up to 70%
Other Good Pistol Combos and Strings |
Down Light > Jump > Side Air |
Down Light > Jump-dash > Recovery |
Down Air > Gravity Cancel > Down Light > Neutral Air |
Down Air > Side Air |
Neutral Light > (Pivot) > Neutral Air |
Down Air > Gravity Cancel > Down Light > Jump > Side Air |
Down Light > Side Light |
Down Light > Jump-dash > Down Air > Gravity Cancel > Down Light > Side Air > Chase-dodge-forward > Down Air |
Gravity Cancel > Down Light > Chase-dodge-forward > (Pivot) > Neutral Air |
Side Air > (Land) > Neutral Light |
Down Light > Jump-dash > Down Air > Gravity Cancel > Neutral Light |
Down Air > Down Air > Down Air > Down Air |
Side Air > (Land) > Down Light > Jump-dash > Down Air > Gravity Cancel > Down Light > Chase-dodge-forward > Recovery |
Down Light > Jump > Side Air > (Read) Dodge-in > Gravity Cancel > Down Light > Jump > Side Air |
(Read) Jump > Down Air |
Neutral Light > Jump > Gravity Cancel > Down Light > Dash-forward > Down Air > Side Air |
Down Air > Gravity Cancel > Neutral Light |
(Read) Jump > Down Air > Chase-dodge-forward > (Pivot) > Side Air |
Jump > Down Air > Chase-dodge-down > Neutral Air > Chase-dodge-up > Recovery |
Side Light > Jump > Side Air |
Check out these other legends with blaster:
Reno Tips and Tricks
Reno has great edge guarding moves so make sure you use them to your fullest and abuse them aswell, however do not spam his dSig on both weapons because they are easily predictable and punishable, same goes for the side sigs if not properly positioned on edge. Orb is a very versatile weapon that can mix up many combos and strings so you always need to memorize your moves and mix them up whenever your opponent thinks he is winning the mind games in terms of dodging. But like every other legend you need to put the time and effort into mastering them.