Best Scarlet combos, strings and tips in Brawlhalla

Discover the best combos and strings for Scarlet and learn how to really take advantage of her lance and hammer.

Updated on Mar 09, 2024
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Best Scarlet combos, strings and tips in Brawlhalla

Scarlet stats


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Scarlet is a high strength legend, with everything else being all-rounded. This is great because the strength stat can come in handy with lance and hammer, but the defense and speed stat which are also useful are somewhat underwhelming. Dexterity isn’t that necessary with Scarlet, so for that reason and considering that her speed is lowest, we will be using the speed stance.

Basics of Brawlhalla combos

There are two types of attacks: light and signature


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Light attacks are used for approaching an enemy.


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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.


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BRAWLHALLA COMBOS MEANING
Light AttacksNeutral LightnLight
Side LightsLight
Down LightdLight
Air AttacksNeutral AirnAir
Side AirsAir
Down AirdAir
Signature Attacks (Heavy on the ground)Neutral SignaturenSig
Side SignaturesSig
Down SignaturedSig
RecoveryHeavy in the airRec
Ground PoundDown Heavy while in the airGP
Gravity CancelPress Dodge while in the airGC
EndingThe next attacks start closer to the ende

Scarlet Best Combos, Strings and Signature Moves

Scarlet’s kit includes a hammer and lance, the hammer is an easy weapon while the lance will take more time to practice and master.

Scarlet’s hammer signature moves and special tactics

Hammer > sSig

This signature has decent range but comes out relatively slow. It kills early and it deals great damage. If you use it on the edge or with a gravity cancel, it spreads around more and it hits downwards, but be careful because it is very predictable. Launches opponents horizontally. Finishes an opponent at ~130%

Hammer > dSig

Great signature that is relatively fast. Covers a huge area around Scarlet and it deals decent damage but less than the sSig. However they do still have the same knockback. This sig is overall way better considering it’s faster and covers more range. Unlike the sSig you can also pair it with a dash or use it at the edge. Considering that the sSig expands when it’s used at the edge, you can combine these two sigs with the other attacks in hammer’s kit for great edge guarding. You can also use it to end a string or for a dodge read. Launches opponent horizontally. Finishes an opponent at ~130%

Hammer > nSig

Also a solid signature that is relatively fast. Covers a good radius above Scarlet while it also kills early. Deals the least amount of damage out of the three sigs. It doesn’t hit grounded opponents. You can also pair it with a slide or use it to finish a string, or some form of a dodge read. It is also great for edge guarding. Launches an opponent diagonally upwards, or upwards, depending on where it hits. Finishes an opponent at ~130%.

Best Scarlet hammer combos and strings

dLight > sLight

The easiest combo in hammer’s kit. While it is simple it still racks up good damage and can lead into other strings, for example you can use the cD nLight after, which can then lead into another sLight and then into some other moves. Possible up to 80%

dLight > sAir

A great true kill confirm, but hard one to land. You can use it after 80% when the sLight doesn’t land anymore to rack up more damage. The only downside to this combo is that it is relatively hard to hit and has a dodge window of 1. If you however practice it or master it you will be able to hit it true, but don’t worry because even with a bit higher dodge window you will be able to hit it in a real match at higher percentages. Possible up to 80-400% but only true at ~140%.

sAir > nLight

This is also a relatively hard combo, because it has a very specific hit spot. It is a good option however after a mid-air hit. Even if you don’t hit it true, you can still go for the nLight. Only true up to 20% but after that you can use cD sLight to do a follow up string instead of the nLight.

dLight > sSig

A great sig string considering that it can read your enemies side dodge with it, and can be used as a kill option.  Possible up to 240% but you will have to experiment with the cD at those percentages, but it kills at ~130%

dLight > nSig

You can use this sig string when your enemy dodges upwards, but you will have to use gC nSig.  Kills at ~1305 and is possible up to 240%, just like the sSig version.

nLight > cD > sLight

Great string that racks up damage. You can also bait out a side dodge with it. Possible up to 70%.

OTHER GOOD HAMMER COMBOS AND STRINGS
Down Light > Side Light > Neutral Light
Down Light > Jump > Chase-dodge-forward > Recovery > (Pivot) > Down Air
Down Light > Side Air
Down Light > Jump > Down Air
Side Light > Chase-dodge-forward > Down Light > Jump > Side Air
Neutral Light > Side Light
Jump > Gravity Cancel > Down Light > Chase-dodge-forward > Recovery > Side Air
Neutral Light > Side Light > Down Light > Jump > Down Air
Gravity Cancel > Down Light > Chase-dodge-forward > Recovery > Down Air
Side Light > Chase-dodge-forward > Neutral Light
Gravity Cancel > Down Light > Recovery > Down Air > (Land)
Down Light > Jump > Gravity Cancel > Neutral Light > Neutral Light
Down Light > Neutral Light > Chase-dodge-forward > Side Light > Jump > Down Air > Gravity Cancel > Signature
Jump > Gravity Cancel > Down Light > Chase-dodge-forward > Recovery > Down Air
Neutral Light > Side Light > Down Light > Side Air
Neutral Light > Neutral Light
Side Light > Down Light > Jump > Down Light > Recovery
Down Light > Side Light > Jump > Chase-dodge-forward > (Pivot) > Side Air
Side Light > Down Light > Jump > Down Light
Down Light > (Wait)

Check out these other legends with hammer:

Scarlet’s lance signature moves and special tactics

Lance > sSig

Lance sSig is a pretty slow but high ranged sig. It is great for finishing off opponents and you can also use it with a gravity cancel to get back on stage. But be careful because the move has huge end lag and therefore is easily punishable. You should also try to land it at the end of the stage to confirm the kill at earlier percentages. You can also pair it with a slide, but we wouldn’t recommend using it for edge-guarding. Launches opponents horizontally. Finishes an opponent at ~140%

Lance > dSig

This sig deals the most damage out of the three, but has the smallest knockback. It covers a huge area and it is somewhat unpredictable. You can also pair it with a slide or use it for edge-guarding unlike the sSig. Launches opponents horizontally and finishes them at ~170%, also try to hit it at the end of the stage.

Lance > nSig

Great upwards sig. Launches Scarlet high and gives great power and knockback. You can use it for strings and edge-guarding if your opponent is going high. If you want to use it when recovering use it after your recovery and jumps because the move has major end lag. Launches opponents diagonally upwards. Finishes them at ~150%.

Best Scarlet lance combos and strings

sLight > dLight

The classic. Very simple and easy string. Racks up damage fast and leads into other strings. This is a must have. Possible up to all percentages because of the sLight’s fixed knockback

sAir > dLight

Great basic combo after an airborne hit. This is the only true sAir follow-up but is it only possible up to 30% and at later percentages you will have to do strings.

nAir > Rec

This is a string. Great for racing up damage and finishing off opponents. Considering it is possible up to very high percents because of the nAir you should also try to learn other nAir follow ups, including this one as well. Possible up to ~260%.

sLight > dAir

Great true combo for racking up damage. It also leads up to some other dodge reading strings. Possible at any percent because of the side-light’s fixed knockback (the same knockback no matter what percent). 

A bit harder to land but if you press the jump and attack button at the same time for the 2nd attack, and let go of the buttons you pressed for the sLight, you should be able to land it.

sLight > sSig

This is a sig string. It is a great kill confirm and you can also read your opponents side dodge. It also racks up damage. The reason you should use the side sig instead of the neutral sig is because it has less dodge windows, but if you aren’t at the edge of the map you should use the nSig because it will kill earlier but you 

will have to read an upwards dodge.

sLight > sAir

Also a classic. Great combo and a kill confirm, because of the sAir. Also good for racking up damage and giving you better positioning. A bit harder to land but if you press the jump and attack button at the same time for the 2nd attack, you should be able to land it. Possible at 50%.

OTHER GOOD ROCKET LANCE COMBOS AND STRINGS
Side Light > Jump > Side Air
Side Light > Jump > Neutral Air
Side Light > Jump > Side Air > Chase-dodge-forward > Down Air > Side Air
Neutral Light > Neutral Light > Neutral Light > Neutral Light (only for Pros)
Side Light > Jump > Neutral Air > Jump > Neutral Air
Side Light > Jump > Down Air > Side Light > Jump > Side Air
Side Light > Down Air
Down Air > Neutral Light > Side Light > Jump > Side Air
Side Light > Jump > Down Air
Neutral Light > Dash-forward > Down Light > Neutral Light > Jump > Side Air > Dash-forward > Down Air > Side Air
Down Air > Side Light
Side Light > Jump > Neutral Air > Jump > Down Air
Side Light > Jump > Neutral Air > Jump > Side Air
Down Light > Neutral Light > Chase-dodge-forward > Down Light > Neutral Light > Side Light > Jump > Side Air > Chase-dodge-forward > Down Air > (Land on platform)
Neutral Air > Neutral Air > Neutral Air > Neutral Air > Recovery
Neutral Ligh > Neutral Light
Neutral Light > Chase-dodge-forward > Down Light
Side Light > Jump > Neutral Air > Recovery
Side Light > Recovery
Side Light > Jump > Down Air > Side Light > Jump > Down Air > Side Air > Jump > Side Air > Jump > Side Air

Check out these other legends with rocket lance:

Scarlet Tips and Tricks

Very slow sigs so be careful when using them. The lances recovery needs holding to give some actual range, so be careful when and how long you are holding it to not be punished. The hammer’s recovery is a different case, you can punish your opponents whiff’s off stage and get an easy kill with it, just be careful not to use it to much considering it is predictable.


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