Brawlhalla: How to Gravity Cancel the Easy Way
Gravity cancel feels like a cheat code the first time it lands. One moment you are falling, the next you throw a grounded move in mid air and catch someone who thought they were safe.
Short version, spot dodge in the air, then press an attack during that dodge. The game gives you the grounded move in the air. It spends your dodge, so choose wisely.
What Gravity Cancel Gives You
It turns a normal mid air fall into a place where grounded moves can happen. You can poke jumpers, start your usual ground starters up in the air, and threaten space near the edge without standing on it. Miss it and you are out of a dodge. That is the trade.
How To Do It

Jump [Up]
Dodge in place [X]
Attack during the dodge, a grounded move [Light = C] or [Heavy = X]
If you get an aerial, you were late. If nothing comes out, you moved or your dodge was on cooldown.
Tip: Do not spam Z. Use it calmly and practice until you master it.
Timing That Feels Natural
Think of a tiny clap. Dodge, attack. Two taps. The attack must land inside the dodge. Too late and you get a normal aerial. Too early and the game may read a directional dodge or a jump. Count it for a minute, one, two. Keep the rhythm even.
Quick Drills
Practice for five minutes.
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Jump in place and do gravity cancel neutral light ten times without a drop. Swap sides and repeat.
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Short hop, fast fall, then gravity cancel neutral light before you touch the floor.
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Land a simple side light on a bot, jump, and gravity cancel neutral light to tag their jump.
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Stand on a platform, drop through, spot dodge, then gravity cancel neutral light.
Day One Setups I Use
These are easy ideas that just work.
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Sword. Short hop, gravity cancel neutral light to catch jumpers. Off stage, gravity cancel down light can pick low paths if you space it.
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Blasters. After a short string, jump gravity cancel neutral light to swat panic jumps near the ledge.
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Spear. From just above ground, gravity cancel down light to start common routes if they are sleeping.
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Gauntlets. Hop over a grounded player and gravity cancel neutral light to stuff their anti air.
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Hammer. Near ledge, gravity cancel neutral light to box out jump recoveries.
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Orb. Gravity cancel down light at head level to test their jump height and set later air pressure.
Use these to learn spacing. After that you can plug in your favorite routes without thinking about the inputs.
Common Ways It Goes Wrong
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You held a direction during the dodge. That turns it into a directional dodge and kills the cancel.
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Your dodge was on cooldown. If you already used it, you cannot gravity cancel. Touch ground or wait.
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You mashed. The game heard more than two inputs and gave you something else. Clean up the taps.
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You tried it off stage with no plan. Missing with no dodge near the edge gets you sent.
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Your bind is fighting you. If it feels late, try a faster key.
When To Use It in Ranked
Save it for moments that matter. Call out jumps. Move a ground starter up to air height. Change pace after you condition someone with simple moves. Do not throw it after every whiff and do not spend it when you still need a dodge to live off stage. Most wins come from clean reads and steady pressure. The cancel is a tool, not a routine.
About the author
Alex David Du
I’m Alex. I’m 28, born in Brazil, studied computer science, and writing is how I communicate best. I cover gaming, tech, simple ways to make money online, and other things I find interesting. I also love coding and building projects that bring ideas to life.
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