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TSB Combos for Every Character and How to Wall Combo
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TSB Combos for Every Character and How to Wall Combo

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Por RBLXGUIDEdomingo, 25 de octubre de 202610 min de lectura

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The wiki lists 61 combos for 12 characters. Read the notation, copy the sequences as written, and see every wall combo's name, damage and cooldown side by side.

The wiki's Combos page lists 61 community combos for 12 characters, and 13 characters have a wall combo: ten deal 12%, Tech Prodigy's is listed at 14%, KJ's at 32% and Sorcerer's kills outright. To start a wall combo, stand next to a wall, tree or trash can, land a 4th M1, a downslam or an uppercut, then forward dash about 0.2 seconds later.

Everything here is read from the community wiki as it stood on 24 octubre 2026 and organised by us. The combos are quoted as the wiki writes them, typos included, and every one of them is player-made. Combos can be outdated or ping-dependent, and the wiki's actualizaciones page stops at 17 mayo 2026, so check a combo against the current game before you rely on it.

How to read TSB combo notation

Wiki combos are strings joined with plus signs. These are the terms you will keep meeting:

TermMeaning
M1Your basic attack, a left click
3m1, 4m1That many M1s in a row. 4m1 is the full string
3m1 Downslam, 3m1 Mini UppercutThree M1s, then the fourth hit swapped for a downslam or a mini uppercut
Front Dash, Fdash, Forward DashA forward dash
Side Dash, sidedashA side dash
TechA community-made sub-attack that uses physics and hitboxes, or joins moves that would not normally connect
Evasive, Ragdoll CancelStanding up early from ragdoll with a side dash or back dash
OneshotA combo that kills the target whatever their health
Neutral, RawA move used outside a combo

The swap works because, as Basic Combat puts it, pressing specific keys at the right moment turns the fourth hit into a different move. On The Strongest Hero's list, a capitalised "Uppercut" reads as the character's fourth move (15%, 20 seconds cooldown), while "mini uppercut" is the M1 variant. Names flagged as techs, such as Back to back, Precision cut or Weboom Extend V2, are entries on the techs page.

The wiki also says most combos can almost reach 100% damage and some actually do. When you see "100%" in a label below, that is the contributor's own claim. We haven't checked it.

How to do a wall combo

Basic Combat gives one rule for all characters: be near an obstacle (a wall, a tree or a trash can), land a fourth M1, a downslam or an uppercut, then forward dash after about 0.2 seconds. It adds that every wall combo has a 5 second cooldown. Character pages disagree on that, as the table shows.

CharacterWall comboDamageCooldown on its own page
The Strongest Hero (Saitama)Light Sneeze12%6~ Seconds
Hero Hunter (Garou)Wall Assault12%~6 seconds
Hero Hunter (Monster Form)Cloth Calamity12%6~ Seconds
Destructive Cyborg (Genos)Flame Fist Fury12%~6 seconds
Deadly Ninja (Sonic)Slicing Takedown12%~6 seconds
Brutal Demon (Metal Bat)Adrenaline Mayhem12%~6 seconds
Blade Master (Atomic Samurai)Precise Slices12%~6 seconds
Wild Psychic (Tatsumaki and Fubuki)Psychic Boulder Crush12%~6 seconds
Martial Artist (Suiryu)Void Strikes12%~6 seconds
Tech Prodigy (Child Emperor)Pincer Barrage14%not listed
Undying Hero (Zombieman)Sieve Maker12%6 secs
Sorcerer (Satoru Gojo)Infinite ConvergenceOne-Shot~6 seconds
KJFurious Slap32%~4 Seconds

Three pages break the 12% rule that Basic Combat states for everyone. Tech Prodigy's page lists Pincer Barrage at 14%. KJ's page lists Furious Slap at 32%, and his "This Should End It" passive text says wall combo damage rises to 32%. The Sorcerer page says Infinite Convergence one-shots the opponent and also the Crab Boss.

Some other wall combo facts from the pages:

  • On a trash can, the opponent is sent forward instead of backward for The Strongest Hero, Hero Hunter and Wild Psychic.
  • Holding M1 right after the wall combo lets you hit an M1 for The Strongest Hero and Destructive Cyborg.
  • Basic Combat's armor list says every wall combo grants armor after a condition, except The Strongest Hero's Serious Sneeze and KJ's Furious Slap.
  • Tech Prodigy's is the only wall combo that can destroy trees. Inside the Iron Giant mech, Tech Prodigy can't do one at all.
  • Deadly Ninja's is the only character with a finisher (sort of) inside a wall combo, according to its page: it burns the opponent.

The Strongest Hero's name is a small mess. The wall combo table on Basic Combat and the character page both say Light Sneeze, but the same character page's intro mentions a special wall combo called Serious Sneeze, and Basic Combat's armor and i-frame lists use Serious Sneeze too. The character page lists Serious Sneeze (40%) as an awakening move, so treat Light Sneeze as the normal wall combo.

Combos by character

Two entries per character here, chosen from the wiki list. Every sequence is copied from the Combos page, and "Entry 3" simply means the third combo under that character on the page, since most combos have no name. For the full character kits, see the characters page.

The Strongest Hero (Saitama), 9 combos listed

The wiki's longest list, with 9 entries.

  • Honey Badger Combo (listed as 100%): 3M1s + Consecutive Punches + Downslam + Uppercut + Side Dash Catch + 3M1s + Shove + Front Dash + 3M1s + Mini-Uppercut + Normal Punch
  • Oneshot Awakening Combo (labelled NO EVASIVE): 3M1 Downslam + Serious Punch (use right after Downslam)

Hero Hunter (Garou), 7 combos listed

  • Entry 6: 3m1 + Lethal Whirlwind Stream + Flowing Water + Side Dash + Hunters Grasp + Front Dash + 3m1 Downslam
  • Entry 1 (includes the wall combo): 3m1 mini uppercut + lethal whirlwind stream + flowing water + 3m1 downslam + hunters grasp (onto a wall) + dash + 4m1 + wall combo + preys peril (if they immediately attack you once they get up)

Entry 3 carries a note: PC only, 300 ping or more. Entry 5 is listed for low pings and needs the delayed M1 tech.

Hero Hunter (Monster Form), 9 combos listed

  • Rinse and Repeat: Fdash (if possible) + Uppercut M1 chain + Move 4 + Hammer heel + Crowd Buster + Doom dive + M1 Chain (if done with correct spacing, loops indefinitely)
  • Entry 6 (listed as 100%): 3m1 Downslam + Hammer Heel (Ground) + Crowd Buster + Binding Cloth + 3m1 Downslam + Doom Dive (hit full) + Side Dash + Front Dash + 3m1 + Hammer Heel (Air)

Destructive Cyborg (Genos), 3 combos listed

  • Entry 3 (listed as 100%): 4m1 (back up on last m1) + Ignition Burst + Front Dash + Machine Gun Blows (miss last hit) + 4m1 + Side Dash (away from opponent) + Jet Dive
  • Entry 2 (labelled "~6.832 second 70-90% combo"): 3m1 + machine gun blows + ignition burst (fast press variant) + blitz shot (instant) + jet dive

Deadly Ninja (Sonic), 5 combos listed

  • Entry 4 (listed as 100%): Front Dash + 3m1 + Scatter (back up at end) + 3m1 Downslam + Whirlwind Kick + Flash Strike + Side Dash + Front Dash + 4m1 + Side Dash + Explosive Shuriken (air) + 3m1 Downslam
  • Entry 5 (labelled escapable with evasive): Forward Dash (if needed) + 3m1 + Side Dash (around opponent) + Scatter + 3m1 Mini Uppercut + Explosive Shuriken (Explosive Flash Strike Tech) + Flash Strike + Side Dash (toward opponent, if needed) + 3m1 + Whirlwind Kick + 3m1 Downslam (first 3 don't hit opponent)

Brutal Demon (Metal Bat), 5 combos listed

  • Entry 2 (listed as 100%): Front Dash + 4m1 + Side Dash + Foul Ball (hit) + Side Dash + Front Dash + 3m1 Mini-Uppercut + Grand Slam (air) + (back up) Beatdown + (wait 1s) 4m1 + Homerun
  • Metal Bat Combo: 3M1s + Mini Uppercut + Grand Slam Air Variant + 3M1s Mini Uppercut + Beatdown + 3m1s (These 3 are to prepare the Downslam) Downslam + Homerun + Foul Ball

Blade Master (Atomic Samurai), 7 combos listed

  • Entry 1 (labelled the best unescapable combo): Front dash + 3 M1s + Quick slice (Back to back tech) + 3 M1s + Pinpoint Cut Variant (Precision cut tech) + 3 M1s Downslam.
  • Entry 6 (listed as 100%): Front Dash + 3m1 Downslam + Atmos Cleave + Quick Slice + Front Dash + 4m1 + Side Dash + Pinpoint Cut (ground) + Side Dash + 3m1 Downslam

The Flame Nova entry is a one-shot if done with the passive and 89% without it, according to the wiki. It's too long to quote here.

Wild Psychic (Tatsumaki and Fubuki), 3 combos listed

  • Entry 1: 4m1 + crushing pull + windstorm fury + 3m1 downslam + sidedash + stone coffin + 4m1 + expulsive push
  • Entry 2: 4m1 + Crushing Pull + Windstorm Fury + (backup) Stone Coffin + (backup) 4m1 + Explosive Push + Side Dash + 4m1

Entry 2 says "Explosive Push" where the other two Wild Psychic entries say Expulsive Push, and Wild Psychic's character page uses Expulsive Push as well. It looks like a typo.

Martial Artist (Suiryu), 4 combos listed

  • Entry 2: 3 M1s + Bullet Barrage (if opponent does not evasive) + Head First + 3 M1s downslam + Whirlwind Drop + Vanishing Kick 2x
  • Entry 4 (labelled 100% awk combo): Front Dash + 3m1 + Twin Fangs + Grand Fissure + Last Breath

Tech Prodigy (Child Emperor), 4 combos listed

  • Entry 3 (labelled Easy 100%+ combo): 3m1 + Trinity SLAM + Downslam + Plasma Cannon + Dash + 3m1 Downslam + Trinity Tear + Downslam + Weboom (Weboom Extend V2).
  • Entry 4 (labelled 100% Combo, Can Kill Players): Front Dash (Optional, then do slow M1 after that) + 3 M1s Downslam + Weboom (Weboom Extend V2) + 3 M1s + Twin Burst (Twinless) + 4 M1 + Front Dash (Rip Off "Twisted") + 3 M1 Downslam + Plasma Cannon + Side Dash + Front Dash + 4 M1 + Trinity Tear.

Undying Hero (Zombieman), 1 combo listed

  • Entry 1 (titled "Super duper easy 100% combo"): Dash + slow 3 M1s + downslam +gravemaker + 3M1 while opponent is grounded + downslam + point plank + front dash + slow 3 m1s + blast breaker (miss some shots so opponent dosent go too far away) + front dash + slow 3 M1s + downslam + gravemaker

KJ, 4 combos listed

  • Entry 2 (listed as 100%): 3m1 Mini-Uppercut + Swift Sweep + Front Dash + 3m1 Mini-Uppercut + Ravage + Side Dash + Front Dash + 3m1 Mini-Uppercut + Collateral Ruin
  • Entry 1 (ends with the wall combo): 3 M1s downslam + Ravage (if no evasive) + 3 M1s + Swift Sweep + forward dash + Collateral Ruin + Spiraling Storm (if opponent punches as soon as they get up) + Wall combo

Who has no combos listed

Sorcerer has no combos on the Combos page; its section there is commented out. The Frozen Soul, Crab Boss and The Strongest Pirate have none either. The Frozen Soul has no wall combo of its own (it keeps the wall combo of the character you were using when you got it), The Strongest Pirate "has no unique wall combo", and the Crab Boss page mentions none.

Limits worth knowing

A combo is only as good as the chance the opponent has no counter. The wiki labels some entries "escapable with evasive" or "unescapable" and adds conditions such as "if no evasive", "if they immediately attack you once they get up" or "if the opponent does not evasive". Other entries need slow M1s (the Delayed M1s tech: click sparingly and use the duration of M1 stun). Some techs are ping-based, and the Techniques page warns they may not work on The Weakest Dummy, which is the usual practice target.

For how the dashes, ragdoll and evasive in these strings behave, Basic Combat is the wiki page to read. For which character to pick, the tier list has the ranking.

FAQ

How do you do a wall combo in TSB?

Stand near a wall, tree or trash can. Land a 4th M1, a downslam or an uppercut, then forward dash after about 0.2 seconds. Basic Combat gives a 5 second cooldown for the move.

What does 3m1 mean in TSB combos?

It means three M1s (basic attacks) in a row. "3m1 Downslam" means three M1s with the fourth hit swapped for a downslam, and 4m1 is the full four-hit string.

How much damage does a wall combo do?

Basic Combat says 12%. Ten characters list 12% on their own pages. Tech Prodigy is listed at 14%, KJ at 32%, and Sorcerer's Infinite Convergence is a one-shot.

Which characters have no combos on the wiki?

Sorcerer, The Frozen Soul, Crab Boss and The Strongest Pirate. The Combos page covers 12 characters and 61 combos in total.

Are the wiki's 100% combos guaranteed?

No. The "100%" tags are the contributors' own labels. The wiki warns that combos can depend on ping and some can be escaped with evasive.

Is there a combo for Saitama or Garou?

Yes. Saitama is The Strongest Hero, with 9 combos listed. Garou covers two characters: Hero Hunter has 7 combos and Hero Hunter (Monster Form) has 9.

Sources

  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Combos
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Basic_Combat
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Community_Combat_Terms
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Techniques
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Characters
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/The_Strongest_Hero
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Hero_Hunter
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Tech_Prodigy
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Sorcerer
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/KJ
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Weakest_Dummy

Puntos clave

  • Cada personaje tiene 4 movimientos base y 4 más al despertar; el medidor se llena con daño (350 en la mayoría).
  • Los personajes gratis no piden kills: los kills desbloquean accesorios, capas, auras y emotes.
  • Los kills en servidores privados no cuentan; un finisher vale 2 kills.
  • El juego no tiene códigos canjeables según la wiki; lo que se busca como códigos son IDs de Roblox.