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TSB techs and combos

171 working techs from the wiki's Techniques page, grouped by character, with the input sequence written the way the wiki writes it. Universal techs first, then each character, then the patched ones.

Working techs

171

Universal

17

Characters covered

12

Patched

6

Universal techs

  • Uppercut Dash

    forward dash right after a mini uppercut, then loop back directly below them as soon as possible to hit the target with a front dash

    After a mini uppercut you loop a forward dash back under the falling target. The dash lands with almost no knockback, so you can side dash in and keep the combo going.

    • Works because a close front dash tries to roll the target upward but has nothing to roll on
    • Follow-up is a side dash
  • Upside Down Ragdoll

    downslam someone IMMEDIATELY when they get up

    Downslamming a player the instant they stand up from ragdoll leaves them landing on their head.

    • The opponent's hitbox behaves like a standing player even though they are ragdolled
    • Allows extends such as Hero Hunter's Flowing Water
  • Uppercut Jump

    do 3 m1s, jump, then immediately uppercut

    Jumping on the 3rd M1 opens a short window to uppercut in midair. This lets you use moves that normally need a grounded target, or change a move's result by landing it in the air.

    • The wiki says it can also work with other abilities
  • Uppercut Flick

    First, mini uppercut your target and immediately forward dash in a loop to hit the forward dash as the player falls down.

    A simpler version of the Uppercut Dash: mini uppercut, then loop a forward dash so it hits as the target falls.

    • Works because a forward dash that connects too close to its start applies knockback to the user's target
  • Stun Negation

    forward dash right after you opponent gets up from ragdoll

    A forward dash on a player right as they recover from ragdoll gets around the short no-stun period they get when standing up.

    • Getting up from ragdoll grants .5 seconds of no stun
    • Can be countered by blocking or using a counter move
  • Delayed M1s

    Instead of holding M1, click sparingly and utilize the duration of a M1 stun.

    Clicking M1 slowly instead of holding it stretches the M1 string, usually to regain a dash or let a move come off cooldown.

    • Possible because M1 stun lasts longer than the swing interval
  • M1 Shove

    Do 3-1 M1's then immediately Front Dash.

    Front dashing right after M1s locks you in place and lands the dash in front of the target, sending them rolling away. Used to push the opponent back or add damage.

    • The wiki states the exact reason is not known
  • Backdash Cancel

    backdash them IMMEDIATELY use a move, this will cancel the backdash and play the move instead

    Using a move right after a backdash cancels the dash and plays the move, giving a surprise attack.

    • Works because you are not fully stunned right after a backdash
  • Aerial Backdash Cancel

    jump and backdash cancel

    The backdash momentum lasts longer in the air, so a Backdash Cancel done while jumping travels farther.

    • Extends the range of Backdash Cancel
  • Wall Extend

    Deal 3 M1s and forward dash the enemy to the wall, causing them to roll. When they roll towards the wall, allowing you to M1 them right after allowing your to extend a combo.

    Needs a wall. A forward dash that rolls the target into the wall lets you M1 them again, extending the combo.

    • Forward dash must be done immediately after the ragdoll; a split second late just starts a normal wall combo
    • Doing it from a distance is more reliable and avoids the wall-combo risk
    • Pairs well with characters whose final M1 knocks back in a diagonal arc, like Hero Hunter
    • Described as an inescapable combo whose effectiveness varies by character
  • Ground Punch

    You must ragdoll the opponent, then wait a bit before performing an M1 string. If done correctly, you will knock the opponents away on the final M1.

    Start an M1 string on a ragdolled opponent just as they get up to ragdoll them again with the final M1.

    • Final M1 can be swapped for a Mini Uppercut or Downslam
    • Can be countered with a block or counter
  • DMG Chip

    Perform 3 M1s then do a mini uppercut. DURING the mini uppercut, perform a side dash, then forward dash towards the opponent.

    Chains a mini uppercut with a side dash and forward dash to stun a player mid-ragdoll and chip damage.

    • Can stop the opponent from using Ragdoll Cancel
  • Micro Dash

    Side dash, and immediately use a move. Punching does not work because it will not cancel the dash.

    Using a move right after a side dash cancels it, shortening the dash distance and making it faster.

    • Usable on wake up
    • Works with counters, including Death Counter and Death Blow
    • Required for certain combos to be true on the Weakest Dummy
  • Headwalk

    3 m1's, jump and walk a bit forward right before you do the mini uppercut.

    You stand on the opponent's head after a mini uppercut, using their hitbox as ground so you can use midair moves while they are launched.

    • Allows extends with moves like The Strongest Hero's Uppercut or Hero Hunter's Hunter's Grasp
  • True Downslam

    2m1s, jump and during the jump, 3rdm1 then downslam.

    Downslamming during the stun of the 3rd M1 means the opponent cannot use Ragdoll Cancel or evasive afterwards.

    • The 3rd M1 stun ends after the downslam, and dashing is not possible in M1 stun
  • Trashy Escape Plan

    first, align your character sideways facing the trashcan with shiftlock off. Then jump and sidedash towards the trashcan.

    Side dashing into a trashcan while jumping launches you into the air, which can get you onto the map-edge barrier.

    • Wiki says it is unknown why it happens (horizontal speed likely converted to vertical)
    • Works on any climbable object, e.g. benches
  • Bench-Jump

    At a bench of choice, climb on the back of the bench. Sidedash in a circular motion (similar to loop dash) and hold jump. It may take a lot of tries.

    Side dashing in a circle on the back of a bench while holding jump makes you jump higher.

    • Wiki says it is unknown how it works
    • May take many tries; no gif provided

The Strongest Hero

  • Ragdoll Shove

    3m1 + shove + m1 right after

    Landing an M1 right after Shove ragdolls the opponent, who then takes extra "fall damage" because the game treats the ground as a wall.

    • The 4th M1 ragdolls the target while they are already rolling
  • Double Downslam

    3 m1s, then downslam someone, then use consecutive punches right after, then jump and then click to downslam them again

    The M1 chain does not reset for a long time after Consecutive Punches, so you can downslam a second time.

    • Opponent sometimes ends in a headstand, allowing a Shove or Normal Punch follow-up
  • Tactical Yeet

    Use uppercut, then side dash to where the opponent would land, then use shove.

    Applying Shove to an opponent who is already rolling from an Uppercut flings them away.

    • The force of the uppercut's forced backdash combined with shove flings the target
  • β€œKick”

    side dash to your opponent and do shove quickly after the 4th m1

    Shoving quickly after the 4th M1 gives a Ragdoll Shove that deals no extra damage.

    • Can sometimes cause a crater
  • Makaku

    After the move shove, you need to immediately M1.

    An M1 right after Shove cancels the target's knockback and roll, making Shove a true combo.

    • Only works after 0, 1, or 2 M1s into shove; otherwise it is the Ragdoll Shove tech
    • Ping-based; does not work on a dummy
    • Using Consecutive Punches right before Shove makes it harder
    • Wiki credits a player named "Makaku" and adds a note that this may not be true
  • Shove Dash

    After using the move shove, m1 right away. After that, back away for a bit, then forward dash.

    M1 right after Shove cancels the rolling animation, then you back away and forward dash to extend.

    • The M1 after Shove must be the 1st, 2nd or 3rd M1, otherwise it becomes a Ragdoll Shove
  • Ragdoll Shove Dash

    3m1 + shove + m1 right after + Instant forward dash

    A Ragdoll Shove followed instantly by a forward dash makes the target take knockback. The wiki likens it to Hero Hunter's Twisted Dash.

    • Described as a good combo starter; opponents can fling in different ways
  • Uppercut Strike

    First, you have to jump up on the opponent's head. Then, immediately use the fourth move, Uppercut.

    Using Uppercut while standing on the opponent's head lets it still hit them, and their rising hitbox lifts you so you can hit them in the air.

  • Double Shove Downslam

    3m1 + shove + m1 right after + side dash + consecutive punches + downslam

    Combines the start of Ragdoll Shove with the end of Double Downslam, since both leave the target in a similar ragdoll and M1 state.

  • Shove Uppercut

    Once you have your enemy in a M1 chain, M1 AS SLOW AS POSSIBLE and delay everything as much to the point where it is still inescapable, just slow. Do 3m1, Consecutive Punches, 1 M1, and a Ragdoll Shove BUT instead of doing a normal M1, press your chest right up against the enemy and uppercut.

    Delays the M1 chain as much as possible, then uppercuts from point blank after a Ragdoll Shove to gain an extra M1 and a second extender.

    • Creates a small crater as the enemy falls
    • The second part (Uppercut and walk forward) only works if the first part lands
    • Does not work on a dummy
    • 3m1 + Shove + mini-uppercut gives the same effect but without the free M1
    • Enemy gets no stun from the previous ragdoll once they touch the ground, so do not be too slow
  • Headwalk Uppercut

    While doing a Headwalk, you use Uppercut immediately.

    Uppercutting during a Headwalk launches the opponent farther than a normal uppercut without letting them roll away.

    • Flair tech; deals no extra damage
  • Uppercut Shove Tech

    Do three M1’s then jump and uppercut then time your shove and then dash.

    Shoving an uppercut-launched, airborne opponent gives less knockback, just enough for a front dash, giving an M1 reset and extra shove damage.

    • Discovered by D3vl9oper
  • Shove Upper Extender

    Make sure to be close to the opponent and do 3m1s. Do a shove afterwards, while holding jump to mini uppercut them. As soon as the opponent goes in the air, loop dash towards them. Side dash once they fall to make the combo true.

    Like the Uppercut Dash but with a Shove included: shove while holding jump to mini uppercut, then loop dash under the airborne target.

    • Deals more damage than Shove Dash but is harder

The Strongest Hero combos

  1. 3m1 downslam + consecutive punches downslam + uppercut + sidedash + Shove Tech + 3m1 + mini uppercut + normal punch
  2. 3m1 + consecutive punches mini-uppercut + upppercut + forward dash + 3m1 mini uppercut + normal punch.
  3. Shove dash (tech) + double downslam (tech) + Uppercut + 3m1 mini uppercut forward dash (uppercut dash tech) 3m1 mini uppercut + normal punch.
  4. 3M1s + Consecutive Punches + Downslam + Uppercut + Side Dash Catch + 3M1s + Shove + Front Dash + 3M1s + Mini-Uppercut + Normal PunchListed as 100%
  5. 3m1 mini uppercut + Shove + front dash/side dash + 3m1 downslam + Consecutive Punches downslam + Uppercut + side dash + Normal punch
  6. 3m1 + Downslam + Uppercut + Forward Dash (tech) + 3m1 + Consecutive Punches + Mini-Uppercut + Shove (tech) + Forward Dash + 3m1 + Normal Punch.Listed as "100% I think"
  7. 3m1 Downslam + Consecutive Punches + Downslam + Uppercut + Side Dash Catch 3m1 + Mini-Uppercut + Shove + Side Dash + Front Dash + 3m1 Mini-Uppercut + Normal PunchListed as 100%
  8. 3M1 Downslam + Serious Punch (use right after Downslam)Labeled NO EVASIVE
  9. Forward Dash (if needed) + 3M1 + Consecutive Punches + Shove (Ragdoll Shove Tech) + Side Dash (toward opponent) + Uppercut + 3M1 Mini Uppercut + Normal PunchLabeled "an actual combo"

Hero Hunter

  • Twisted Dash

    you need to land the forward dash ASAP. Sometimes (almost always) you need to go backward a little bit before dashing

    A forward dash right after the 4th M1 hits the target as they start falling, so they take less knockback and you can extend the combo.

    • Works because the target has nothing to roll on when hit while in the air
  • Surf Techquite hard

    Perform 3 M1s turn around while doing Hunter's Grasp and hold the W key.

    After 3 M1s you turn while using Hunter's Grasp and hold W to ride the opponent and extend into an inescapable combo.

    • Wiki says it may seem inconsistent at first but becomes true once mastered
    • A tutorial video link is given
  • Lethal Dash Extender

    Right after using Lethal Whirlwind Stream, forward dash in a circle to hit your forward dash as EARLY AS POSSIBLE

    A circling forward dash landed as early as possible after Lethal Whirlwind Stream leaves the target with low knockback within side dash reach.

    • The body text calls it the Whirlwind dash
  • Whirlwind flick-dash

    Unshiftlock, and position your camera to the front of your face/body or their back. Use Lethal Whirlwind Stream, and hold space. when you smash them on the ground, don't move and press q to dash. In the middle of your dash, shift lock.

    A faster, simpler way to do the Whirlwind Dash: shift-locking mid-dash shortens the dash so it connects as the target hits the ground.

    • Wiki tip: do the Uppercut Jump tech for a better result
    • Almost the same as the Uppercut flick-dash
  • Kyoto

    you need to side dash or backdash cancel ASAP after flowing water to catch them with Lethal Whirlwind Stream

    Side dashing or backdash cancelling right after Flowing Water lets Lethal Whirlwind Stream catch the ragdolled player in the air.

    • Lethal Whirlwind Stream can hit ragdolled players in the air
    • Possible on the Weakest Dummy but very hard; easier the more ping the enemy has
    • Wiki says it is used to look cool
  • Reverse Kyoto

    If you hit Lethal Whirlwind Stream, while they are ragdolled in the air after the move hits, you wait a tiny bit until they are at your level, then use flowing water and if you timed it right, it should hit.

    The reverse order of Kyoto: Lethal Whirlwind Stream first, then Flowing Water when the airborne target is at your level.

    • Fails if they have evasive
    • No gif available
  • Skyoto

    First, perform an Uppercut jump tech and use flowing water. This will allow to kind of fly up while in the flowing water animation. Do Kyoto once flowing water completes.

    Using Flowing Water after an Uppercut Jump lifts you up, so the target is thrown into the air and falls slowly, making Kyoto easier.

    • Can be used on the Weakest Dummy
    • Flowing Water animation should be about an R6 avatar's height above the ground
  • Countering a Counter

    Simply backdash during the small window before you get ragdolled by Prey's Peril to dodge and counter their counter (has to be the last hit to be inescapable with Prey's Peril).

    Backdashing in the short window before Prey's Peril ragdolls you dodges it and lets you counter the counter.

    • Unblockable moves with large hitboxes/AOE can also counter
    • Wiki says it is not fully known why backdashing dodges the ragdoll
  • Uppercut Grasp

    3 M1s + jump + mini uppercut + hunter's grasp.

    A faster way to land Hunter's Grasp, since it can hit ragdolled players in the air as well as on the floor.

  • Grasp Punch

    ragdoll your opponent, then use hunters grasp and then use a M1 immediately to stop the opponent from being flung away (doesn't work on the weakest dummy)

    An M1 right after Hunter's Grasp stops the opponent's knockback and stuns them, so you can keep extending.

    • Reduces the maximum damage Hunter's Grasp can do because the M1 negates the rolling slide
    • Still possible against ragdolled opponents, but the M1 stun will not register
  • "Webby Smash"

    You need to use lethal whirlwind stream, and right before you do the slam part, you need to bounce off a short vertical surface. (such as a fence) then you will throw them down instead of slamming them on the floor.

    Bouncing off a short vertical surface mid Lethal Whirlwind Stream makes you throw the enemy down instead of slamming them, which deals more damage.

    • The throw deals more damage because of the momentum from being thrown down
  • Curve Dash

    You need to land 4 M1s on your opponent and then side dash behind them and before they hit the ground you have to do an ability.

    After the 4th M1, a side dash behind the target followed by an ability extends the combo.

    • Works because the Martial Artist passive launches the target slightly after Hero Hunter's 4th M1
    • Abilities named: Flowing Water, Lethal Whirlwind Stream
  • Peril Twist

    You need to do Prey's Peril and turn away from your opponent so the final punch doesn't hit them.

    Turning away on Prey's Peril's final punch so it misses lets you extend the combo, typically with Hunter's Grasp.

    • Will not work if the opponent used Ragdoll Cancel
    • Flowing Water and Lethal Whirlwind cannot replace Hunter's Grasp here because the opponent is below their hitbox
  • Flowing Dash

    After the final hit of flowing water front dash ASAP in a zigzag.

    A zigzag forward dash right after Flowing Water's last hit lets you extend with M1s.

    • A forward dash landing near your starting point makes the opponent take knockback
  • Samdak Grasp

    You first need to catch a player with a m1, then before the 4th ground m1, you need to turn to the side of your opponent and execute your 4th m1. After you have done that, you need to immediately use Hunter's Grasp, allowing you to hit it efficiently and confuse your enemies.

    Lets you use Hunter's Grasp right after 4 M1s without ping issues by turning to the side for the 4th M1.

  • Hamster Wheel

    Land Flowing Water, hold W and use Lethal Whirlwind Stream immediately after Flowing Water ends

    A Kyoto without dashing: hold W and use Lethal Whirlwind Stream right after Flowing Water.

    • Only works on players with extremely high ping
  • Water Stream True Extender

    you simply have to cancel the fourth M1 with the move Water Stream Cutting Fist. After you must purposely miss the last hit by facing your character away and then quickly m1.

    Cancelling the 4th M1 into Water Stream Cutting Fist resets your M1 state; missing the last hit on purpose then lets you M1 again for true combos.

    • Allows a guaranteed true one-shot if extended into The Final Hunt
    • Normally Water Stream Cutting Fist does not reset M1s
  • Swirl Tech

    First, have shiftlock on and use Lethal Whirlwind Stream. Hold jump, and when you jump into the air after the move is over, use Flowing Water ASAP. Quickly after, flick your camera back to your opponent.

    Like Kyoto in reverse: Lethal Whirlwind Stream first, then Flowing Water while the target is in the air, flicking the camera to adjust the hitbox.

    • Jumping lets you reach the target and the camera flick lets the hitbox connect

Hero Hunter combos

  1. 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)
  2. 3m1 mini uppercut + flowing water (onto a wall) + lethal whirlwind stream + 3m1 downslam + hunters grasp + 4m1 + wall combo + preys peril (if they immediately attack you once they get up)Listed as another piggyguy8143 combo
  3. 3m1 mini uppercut flowing water, quickly press lethal whirlwind hunters grasp 4 m1 onto the wall for wall combo flowing water.PC only, 300 ping or more
  4. dash + 3m1 mini uppercut + flowing water + side dash (towards opponent) + hunters grasp + dash + 3m1 mini uppercut + lethal whirlwind stream + 3m1 (no contact) downslam + preys peril (if they attack you immediately once they get up)Listed as combo 1)
  5. dash + 3m1 + downslam + hunters grasp + 4m1 + twisted dash + side dash + 3m1 uppercut + flowing water + whirlwind stream + 3m1 downslam + hunters grasp + 4m1 + twisted dash + side dash + 3m1 mini uppercut + flowing water + whirlwind stream + 3m1 down slam + hunters grasp + 3m1 uppercut-flick techniq.For low pings; the wiki says it needs the delayed m1 tech
  6. 3m1 + Lethal Whirlwind Stream + Flowing Water + Side Dash + Hunters Grasp + Front Dash + 3m1 Downslam
  7. Forward Dash (if needed) + 3M1 Mini Uppercut + Flowing Water (run forward right after) + Hunter's Grasp + 1M1 + Side Dash + 3M1 Mini Uppercut (should be only 2 M1 then the Mini Uppercut) + Lethal Whirlwind Stream + 3M1 Downslam (first 3 don't hit)Labeled 3 move combo; can begin with Preys Peril

Hero Hunter (Monster Form)

  • Monster brr brr patapim

    In order to do it, you need to use the Hammer Heel variant. While using hammer heel, aim up. It will launch them up, akin to Tatsumaki's crushing pull air variant. Once they land on the floor, you're going to loop dash under them, resulting in a free m1 extend.

    Aim Hammer Heel upward to launch the target, then loop dash under them when they land for a free M1 extend.

    • A YouTube short showing it is linked
  • Whirl Dive

    Perform a Doom Dive, use Crimson Whirl immediately before Doom Dive on the player's body to fling yourself upward.

    Using Crimson Whirl immediately before Doom Dive hits flings you upward, enabling an immediate Crimson Whirl after Doom Dive.

    • Crimson Whirl is the official name of the Hammer Heel variant
  • Crowd Buster M1 Reset

    Just aim a loop dash into their torso and they should do a short dash and be able to M1 Extend off it.

    A loop dash into the torso after Crowd Buster makes the target dash a short distance so you can M1 extend.

  • Lore Tech / Lore Combo

    You first use Hammer Heel's aerial variant, then preferably aim them towards the ground and have them bounce off, wait until you fall down and finish by catching your opponent mid air using binding cloth.

    Monster Form's counterpart to Lethal Whirlwind Stream into Hunter's Grasp: bounce the target with aerial Hammer Heel, then catch them in the air with Binding Cloth.

    • Wiki says it may seem inconsistent but becomes true once mastered
  • Regressor Tech / Binding Cloth M1 Reset

    Use binding cloth and do a small loop dash right after the end

    A small loop dash right after Binding Cloth ends gives an M1 reset.

    • A video shows it on the dummy and in a fight
  • Instant Binding Tech

    Lets you M1 extend instantly after Binding Cloth. The wiki gives only a tutorial video link and no written steps.

    • No written input sequence on the wiki
  • Doom Hammer Heel Technique

    In order to do it, you need to use the Hammer Heel variant. While using hammer heel, aim diagonally downwards. Immediately after that, use Doom Dive, as this puts the enemy in the perfect position to get hit by Doom Dive

    Aim Hammer Heel diagonally downward and use Doom Dive right after, which puts the enemy in position for Doom Dive.

    • Body text calls it the Doomed Hammer Heel Technique
  • Wrathful Beatdown

    After landing Crowd Buster, by briefly positioning yourself and timing your move, you can land Binding Cloth straight out of Crowd Buster.

    Position briefly after Crowd Buster and time Binding Cloth so it connects straight out of it.

  • Crimson Wheel Launcher

    Right when you land hammer heel aim at a 45+ degree angle (Your choice as long as it doesn't reduce the damage) and when you're about to throw the opponent quickly look straight backwards, hold M1 side dash and downslam.

    Aim Hammer Heel at 45+ degrees, then look backward as the throw happens, so the knockback carries you to the target for a full-damage downslam.

    • Bypasses the damage reduction Hammer Heel has when the opponent is thrown up close
  • Weaving Cloth Combo

    Start the combo by doing an uppercut followed by a jump and Binding Cloth. While you are using Binding Cloth, hold down the jump button and use the aerial variant of Hammer Heel.

    A chase combo that loops Binding Cloth, aerial Hammer Heel and Doom Dive near a wall; it can repeat as long as Binding Cloth is nearly off cooldown.

    • Wiki says it can deal 50% damage
    • Flowing Variant: if the opponent evades, use Crowd Buster and catch them, then aerial Hammer Heel again
    • Works as a loop only near a wall
  • Binding Dive

    After hitting the first dive of Doom Dive (2nd press), align your position so that the 3rd press will land short of your opponent but will still cause them to roll. Before the third press of Doom Dive (1), use Binding Cloth (4) then instantly press Doom Dive (1).

    Use Binding Cloth between the 2nd and 3rd Doom Dive presses to catch the opponent as soon as they start rolling.

    • Works on the dummy but needs precision
    • A YouTube video demonstrates it
  • Crimson Whirl Is Overrated

    Instead of using Hammer Heel while facing towards the opponent, look to the left around 70 to 90 degrees. Side dash and run towards your opponent shortly before performing a forward dash. If the opponent is on the ground, stand really close to them or on top of them.

    Kicking at an angle makes the target travel less far, so you can connect a forward dash after Hammer Heel.

    • Wiki body writes Hammer Wheel for Hammer Heel
    • Sometimes the opponent pushes you toward them, removing the need for side dash or forward dash
  • Depth Dive

    after ragdoll an enemy by your 4th M1, stand on their neck and turn right 90Β° then use hammer heel (you will be launched into the air as the enemy's torso pushes you) while airborned, use doom dive to catch the enemy

    Standing on a ragdolled enemy's neck and using Hammer Heel launches you upward, letting you catch them with Doom Dive.

    • Wiki says a demo will be added later

Hero Hunter (Monster Form) combos

  1. 3 m1s + Twisted Dash + 3 m1s downslam + 1 (all uses) + forward dash + 3 m1s downslam + 3 + 2 + 4 m1s
  2. 3 m1s uppercut + 4 + 3 m1s downslam + 3(air variant) + 3 m1s downslam + 1(three uses) + front dash + 3 m1s uppercut + 2 + 3 m1s downslam
  3. Fdash (if possible) + Uppercut M1 chain + Move 4 + Hammer heel + Crowd Buster + Doom dive + M1 Chain (if done with correct spacing, loops indefinitely)
  4. 3 M1’s + binding cloth + hammer heel + crowd buster + doom dive + 4 M1’s
  5. 4 m1s + side dash + binding cloth(here you can do a downslam) + hammer heel's variant + crowwd buster while opponent is ragdolled(after crowd buster ends you can downslam here too) + doom dive thrice + front dash + 4 m1s(if you downslammed both times you should be able to start the combo over again)
  6. 3m1 Downslam + Hammer Heel (Ground) + Crowd Buster + Binding Cloth + 3m1 Downslam + Doom Dive (hit full) + Side Dash + Front Dash + 3m1 + Hammer Heel (Air)Listed as 100%
  7. 3 M1s + Downslam + Doom Dive 3 times + Front Dash + 3 M1s + Hammer Heel (Ground and Air, alternate) + Crowd Buster + 3 M1s + Binding Cloth + 3 M1s Downslam (Finisher)
  8. Forward Dash (if needed) + 4M1 + Side Dash (toward opponent, right after M1 chain) + Binding Cloth (hit while opponent is still in air) + 3M1 (don't hit) Downslam + Crowd Buster (immediately after Downslam) + Crimson Whirl (miss first hit) + 3M1 (don't hit) Downslam + Doom Dive (all three uses) + Forward Dash + 3M1 Mini Uppercut (to avoid any counter opponent might have, if opponent doesn't have a counter do Downslam)
  9. front dash 3 m1s binding cloth. 3 m1s while opponenet is in ground and emmediatly downslam after opponenet gets up. Use crimson whirl then crowd buster. After crowd buster use 3 m1s while opponenet is grounded then use downslam. Use doom dive thrice then side dash to opponent, use 3 m1s, and use binding cloth.Titled "Super duper easy 100 %combo"; wiki says it can go on infinitely if M1s are pressed slower

Destructive Cyborg

  • Ignition Dash

    To perform the Ignition Dash, you must turn around so that the back of your character will face the opponent, then use Ignition Burst. As soon as the startup hit initiates, immediately turn around to where your opponent got rolled to in order to land the final hit.

    Landing both the startup and the end hit of Ignition Burst by turning around right after the startup hits.

    • The roll from the startup lasts long enough to land the final hit, making it true
    • Version 2: Ground Blast: To perform this variant of Ignition Dash, downslam the opponent, jump and use Ignition Burst while facing directly upwards, then quickly face downwards so the front blast hits them towards the ground.
  • 26.5% Ignition M1 Reset

    Perform an Ignition Dash in the air whilst pointing slightly downward on the second blast. Ensure you are one tile away from the target. Spam front dash and enjoy your M1 reset!

    An airborne Ignition Dash with the second blast aimed slightly down makes the target fly straight instead of up, so a front dash gives an M1 reset.

  • Coward Catcher

    just hold m1 while doing Ignition Burst

    Holding M1 while using Ignition Burst lets you M1 extend off a blocked Ignition Burst. It is only meant for block holders.

    • Very situational; for use against a block holder
    • Compared to The Strongest Hero's Shove Dash tech
  • Explosive Shot Blitzvery difficult

    Do 3 m1s, press and hold blitz shot for half a second (this allows blitz shot's start up to shortern) while firing the blitz try to aim it to get the perfect knock back to land the dash afterwards.

    Holding Blitz Shot for half a second shortens its startup; aimed well, the knockback lets you land a dash and M1 extend for more damage.

    • Requires angling and precision
  • Air Burst

    Perform a mini uppercut, then walk to the direction of where your opponent is going to be and jump at the same time, then use Ignition Burst while aiming down to hit them with the startup while they're airborne, then aim the final hit to where they got rolled to.

    Like Ignition Dash but with a mini uppercut: hit the airborne target with the startup, then land the final hit where they roll.

    • Destructive Cyborg's mini uppercut launches targets higher than other characters, giving time for this
  • Air Burst Extend

    Perform a mini uppercut, then walk to where your opponent is falling and jump at the same time, then immediately use Ignition Burst while looking down, causing them to be hit by the first hit. Immediately cancel the dash by using the move again, then side dash to where your opponent has rolled to, and M1 them.

    A variant of Air Burst that skips the final hit so you can side dash to the rolled target and M1.

    • Ignition Burst on an airborne opponent makes the roll shorter
  • Ignition Blitz

    First, you have to do a mini uppercut, fire an Air Variant Blitz Shot once they hit the ground, if they are far, side dash and do Ignition Burst, if not, there is no need for side dashes.

    Extends from Blitz Shot into Ignition Burst because Blitz Shot launches the target upward.

    • A YouTube video is linked
  • Ignition Burst Wall Boost

    The player must jump and side dash in the direction of the surface, before looking in the direction of where they want to get launched, then use the double use variation of Ignition Burst as fast as possible in a way that will cancel the dash instantly.

    Near a vertical surface, jump, side dash toward it and cancel the dash with a double-use Ignition Burst to be launched very high.

    • Needs a vertical surface such as a tree or the map border walls
    • Wiki says there is no concrete explanation for how it works
    • Paired with Jet Dive it lets Destructive Cyborg get on top of the walls alone
  • Wall Combo Bug

    You need to spam the 4 move after the fourth m1, and once the startup plays, forward dash.

    A glitch that lets you perform a wall combo as or right after using a skill, by spamming move 4 after the 4th M1 and forward dashing at startup.

    • Wall combos have a window of around ~0.75 seconds in which a skill can be used and cancelled
  • Heavens Rhythm

    use Ignition Burst on a ragdolled/blocking player, and quickly use a shortened Blitz Shot (hold for a short period instead of a simple tap).

    A short Blitz Shot after Ignition Burst re-ragdolls the target out of the roll for an easy extend into Jet Dive with high damage.

    • Damage varies with how early or late you release Blitz Shot
    • The rollout damage of Ignition Burst rivals a fully charged Blitz Shot
  • Uppercut Flick 2: The Sequel

    the player must angle their camera in such a way that when they dash, they can press shiftlock to reangle their dash straight under their opponent. You have to press shiftlock at roughly the halfway point of the dash.

    Pressing shiftlock about halfway through a dash re-angles it under the target; the higher uppercut aligns with a max-length dash for a quick extender.

    • Short name is UF2
    • May be harder against opponents with higher ping

Destructive Cyborg combos

  1. 3m1 + machine gun blows + 4m1 + ignition burst + dash + 4m1 + jet dive + blitz shot (onto a wall) + 4m1 + wall combo + sidedash (once they get up) + 3m1 + machine gun blows
  2. 3m1 + machine gun blows + ignition burst (fast press variant) + blitz shot (instant) + jet diveLabeled "~6.832 second 70-90% combo"; no author named
  3. 4m1 (back up on last m1) + Ignition Burst + Front Dash + Machine Gun Blows (miss last hit) + 4m1 + Side Dash (away from opponent) + Jet DiveListed as 100%

Deadly Ninja

  • Fourfold Rebound

    When using Fourfold Flashstrike, right as you teleport forward, look backwards. This will bring you close to your opponent, allowing you to follow it up with M1s.

    Turning around as Fourfold Flashstrike teleports you leaves you close to the opponent so you can follow with M1s.

    • Do it from about 3 blocks away; up close it usually does not work
  • The Flash Strike Tech

    Make your opponent go in a rolling state, then jump, use Flash Strike and side dash to catch your opponent.

    Jumping before Flash Strike on a rolling opponent sends them rolling about a side dash away so you can catch them.

    • Wiki says an earlier version was patched but this jump timing works
    • Bad timing: the target is flung very far, blocks the Flash Strike, or is ragdolled
  • Explosive Flash Strike

    Start with 4 M1s then use explosive shuriken ASAP as soon as you knock them away with the fourth M1, this will fling them up and back in a rolling state, then time your Flash Strike to them at the perfect range to combo extend.

    Explosive Shuriken on a ragdolled target puts them in a roll, so a well-timed Flash Strike extends the combo.

    • Explosive shuriken hitting a ragdolled player knocks them back while rolling
  • Shuri Scatter

    Preform 3 M1 into a mini uppercut. Once they opponent is around body level use Explosive Shuriken, and then immediately use Scatter.

    Similar to Explosive Flash Strike but Scatter replaces Flash Strike, catching the rolling target in the air or as they hit the floor.

    • Works because the target is rolling rather than ragdolled
  • ALL UR HP R BELONG TO ME

    You need to use 4 m1s while moving forward. then once you close around 10-15% of the gap (estimate, not accurate) by walking forward, jump and use explosive shuriken. if done correctly, the shuriken should land behind the person, and the knockback should be enough to pull them towards you.

    Landing Explosive Shuriken behind a ragdolled target knocks them toward you, letting you follow with Scatter or M1s.

    • Acronym is AUHPRBTM; previously known as the Shuriken Pull tech
    • The 10-15% gap figure is stated as an estimate
  • Flash Dunk

    First, cause rolling via either an m1 shove or a front dash close to the target. As soon as possible, jump and use Flash Strike. This will sometimes cause the target to get slight knockback, and other times will result in little to no knockback. In either situation, face the target and immediately use Whirlwind Kick.

    After a rolling hit, a jump into Flash Strike followed by Whirlwind Kick hits the target as they get up, letting you downslam.

    • Will not work consistently after a failed uppercut dash that causes roll
    • Wiki says Flash Strike after M1 shove was inescapable in older updates but now deals less damage and ragdolls in a random direction
    • A full combo video is linked
  • Explosive Elevation Roll

    First, knock down the opponent by any means, and force them into the ragdoll state. Then, as long as they are any amount higher than you, throw a normal variant shuriken at their body. It should launch them up, and allow for a M1.

    A normal Explosive Shuriken thrown at a ragdolled target higher than you launches them into a roll so you can M1.

    • The shuriken hitbox is forgiving; can hit grounded players if you are below them
    • Same effect on a grounded opponent if any part of their body stands up after a ragdoll
  • Shuriken Fling Grab

    To perform this technique, you first need to do 4 m1s. After that, you need to walk forward a bit and look left or right. Use Explosive Shuriken's air variant and then your opponent should be in the right amount of distance for Flash Strike, allowing you do perform a unescapable extender.

    An air-variant Explosive Shuriken after 4 M1s flings the rolling target to the right distance for Flash Strike.

    • Similar to AUHPBTM (all ur hp r belong to me)
  • Whirlwind Slam

    Do 3 M1s into a downslam, and then immediately use Whirlwind Kick.

    Whirlwind Kick right after a downslam leaves the opponent upside down with their head in the ground, allowing extends with M1s, loop dashes or Explosive Shuriken.

    • Similar to Upside Down Ragdoll
    • Options after: M1s (most damage, riskiest), loop dash into Flash Strike (ends combo), or Explosive Shuriken (easier, less damage, ends combo)
  • Super Cool Tech to Amaze Your Friends However it's Pretty Hard to Pull Off, I Myself Don't Know How It Works, I just Played With Uppercut Shriken Until I Made Something New Lol

    First, do 4m1's into mini-uppercut. Then, walk right under your opponent. If done correctly, the opponent should be sent into a "roll" state but not actually go anywhere.

    Walking under the opponent after a mini uppercut makes the explosion send them straight up and down, so you can combo extend.

    • Wiki says it is pretty hard and the author does not know why it works
  • Coward catcher Deadly Ninja variant

    after the final hit of scatter , side dash and M1 past the block

    Counters players who block Scatter: after its final hit, side dash and M1 past the block.

    • Players cannot turn their block during the roll animation

Deadly Ninja combos

  1. 3 M1s + Mini Uppercut + Explosive Shuriken + Front Dash + 3 M1s + Scatter + 3 M1s + Uppercut Dash + Flash Dunk + Whirlwind Kick + 3 M1s Downslam
  2. 3m1 scatter 3m1 whirl wind kick 3m1 downslam jump explosive shuriken dash 3m1 flash strike scatter
  3. Front Dash + 3 M1s + Scatter + 3 M1s Mini Uppercut + Explosive Shuriken + Front Dash + 3 M1s Downslam + Whirlwind Kick (Time it to kick right when the enemy stands back up) + 3 M1s Downslam + Flash StrikeLabeled 100% Finisher combo
  4. 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 DownslamListed as 100%
  5. 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)Labeled escapable with evasive

Brutal Demon

  • Homerun Loop

    Do Homerun and hold jump. As soon as you touch your opponent with the jump, catch them with a forward dash.

    Holding jump after Homerun launches the opponent high, so a forward dash catches them. It works like an easier Uppercut Dash.

    • Works after Homerun but not the miss variant
  • Versatile Slam

    After a full M1 string or Beatdown, side dash away as far as possible from the opponent or backdash, then face them and use Grand Slam as quickly as possible. The opponent must be ragdolled.

    Using Grand Slam at ideal range and timing launches the opponent up so they cannot Ragdoll Cancel out, at the cost of less damage than a regular Slam.

    • Grand Slam launches the player 4.5 squares forward, the same as a forward dash/backdash
  • Foul Ball Rebound

    After dealing 4 M1s, or 3 M1 Downslam, immediately use Foul Ball over them and turn around quickly.

    Turning around after using Foul Ball over the target prevents the grab and makes the projectile hit them, rolling them toward you so you can extend.

    • Can send the enemy in an unintended direction
    • After Beatdown the opponent's head faces you, so you must go backward to extend
  • Foul Homerun

    Immediately after Foul Ball, Side Dash and use Homerun facing the player. Alternatively, use a Side Dash and a Back Dash Cancel.

    Side dashing after Foul Ball puts you at the right distance from the stunned enemy to make Foul Ball into Homerun a true combo.

  • Batter's Pitch

    Use Foul Ball on a trashcan so that when you hit the ground, the trashcan gets bounced with you on top of it.

    Landing on a trashcan with Foul Ball bounces the can up with you, so the rock has more airtime and travels farther.

    • Increases the projectile distance from 6 tiles to 17
    • Cannot be done on benches or rails
    • Foul Ball's rock is affected by gravity
  • Foul Spinback

    Press 4 (Foul Ball) and turn 100+ (aim for 180) degrees around while in the air with shift lock, as soon as you hit the ground you can throw the rock in any direction.

    Turning in the air while using Foul Ball closes the distance between you and the rock so you can throw it in any direction.

    • Increases the rock's hitbox from around 50 degrees to 360
  • Chicken Jockey

    First, ragdoll your opponent via 4m1, downslam, or mini-uppercut. Then, side dash away from the opponent and use Homerun. Then, quickly use beatdown.

    Homerun hits an already grounded opponent and makes them do a headstand, which Beatdown can then hit.

    • Outcomes: Beatdown hits the headstand, or hits right as they wake up
    • If done too slowly you simply re-ragdoll the opponent, allowing Foul Ball or Grand Slam
  • Inescapable Grab

    Similar to a M1 Extend, deal 2 M1s and side-dash + m1 and use Foul Ball's grab on the opponent.

    Guarantees damage against an opponent with evasive by landing Foul Ball's grab after 2 M1s and a side dash with M1.

    • Can set up a Beatdown right after
  • Stay Down

    After the animation of a successful Beatdown finishes, hold the M1 button until the third swing, wait for a brief moment (0.7 seconds to be exact), then land the 4th M1, depending on your timing, the target may or may not headstand ragdoll.

    Replaces downslams with the final M1: the end lag of Beatdown or Grand Slam lines up with Brutal Demon's slow M1 and the 2-second ragdoll, so the 4th M1 acts like a downslam without jumping.

    • Players cannot block right after their ragdoll timer finishes
    • Grand Slam version: If landing Grand Slam (not the air variant), simply hold the M1 button while walking to your target. (A side dash may be needed if the target is far.)
  • Foul Play

    Right after landing the hit, you cancel the end of the animation by side dashing, then immediately front dashing to perform an M1 extend.

    After a Foul Ball hit, cancelling the end lag with a side dash then front dash gives an M1 extend.

    • Works because of the 14.07.2025 update that changed Foul Ball's end lag
  • Unstoppable Homerun

    Immediately after Homerun, turn right to face your opponent (who is in the air) and hold the M1 button. After the start of the third M1 animation, front-dash towards your opponent to catch them as they hit the ground.

    After Homerun, hold M1 and front dash to catch the falling opponent; if it hits, the 4th M1 (downslam or uppercut) is guaranteed.

    • Depends heavily on spacing, airtime, ping and lag
    • Holding W after turning right can close the gap
    • If the opponent slides too far after the front dash, side dash toward them for the 4th M1
  • World WACKIEST Wall Extend!

    Simply dash right after Grand Slam hits your opponent while facing a wall to activate a wall combo. Then dash to your opponent to extend your combo.

    Dashing right after Grand Slam while facing a wall triggers a wall combo, and a second dash extends it.

    • The Grand Slam tumble effect is likely stored during the wall combo
  • Foul Extend

    Use Foul Ball then Side dash immediately, similar to foul play, then use beatdown immediately after.

    Like Foul Play, but you use Beatdown after the side dash since it can hit rolling players.

    • Beatdown can hit rolling players
  • Homerun Extend

    Use homerun and then side dash the use grand slam

    Grand Slam after a Homerun and side dash hits the player in the air, forcing its air variant, which allows an M1 extend.

    • Grand Slam's air variant occurs whether or not the player is ragdolled
  • Slow-Mo Foul

    hrold m1 upon 3rd and them press Foul Ball in right (random for each server?) timing with holding m1 button to perform true foul ball after 3 m1s with free aim during all grab (before slam)

    A way to get 3 M1s flowing into a no-leap Foul Ball with free aim during the grab, by holding M1 on the 3rd and timing Foul Ball.

    • Timing may be random per server; the author suggests it may be a bug or shadow update

Brutal Demon combos

  1. 3M1s + Mini Uppercut + Grand Slam Air Variant + 3M1s Mini Uppercut + Beatdown + 3m1s (These 3 are to prepare the Downslam) Downslam + Homerun + Foul Ball
  2. Front Dash + 4m1 + Side Dash + Foul Ball (hit) + Side Dash + Front Dash + 3m1 Mini-Uppercut + Grand Slam (air) + (back up) Beatdown + (wait 1s) 4m1 + HomerunListed as 100%
  3. 3 M1s + Mini Uppercut + Grand Slam (Variant) + 3 M1s + Uppercut Dash + Beatdown + Foul Ball Rebound + 3 M1s + Homerun
  4. Front Dash + 3 M1s + Mini Uppercut + Grand Slam air variant + 4 M1s + Foul Ball Rebound + Front Dash + 4 M1s + Homerun + Walk forward and ending with Beatdown.Labeled 100% Combo
  5. Forward Dash (if needed) + 4m1 + Side Dash (away from opponent) + Foul Ball (either variant works) + Side Dash + Beatdown (Foul Play Tech) + 3m1 Mini Uppercut + Grand Slam (air variant) + 3m1 + Home Run

Blade Master

  • Precision Cut

    then after the third M1, execute the following as quickly as possible: side dash away from the opponent as far as possible, hold SPACE, use Pinpoint Cut, then face the opponent.

    Side dashing away then using the air variant of Pinpoint Cut lands it before the 3rd M1 stun ends, making it an inescapable extend.

    • Position yourself mirrored to how the now patched M1 extend tech was set up
    • Does not work on low health because the dash travels less distance
  • Back to Back

    Deal 2 m1s, m1 and side dash at the same time and quickly face your back to the opponent and use Quick Slice.

    Extends with Quick Slice by turning your back to the opponent during a side dash; the M1 stun gives enough time and allows more M1 damage.

    • Second version works best close to the opponent; a side dash may help but can be inconsistent
    • Latency can change the outcome because stun is sometimes applied incorrectly
    • Second Version: Deal 3 m1s, and quickly face your back towards the opponent and use Quick Slice.
  • freshfrenchfries Tech

    While performing an M1 string, prepare to do a mini uppercut, and at the same time you mini uppercut, side dash away from the opponent (make sure you are holding space throughout the entire duration of the tech) then quickly look back towards them and use aerial Pinpoint Cut.

    Lets aerial Pinpoint Cut extend even on a ragdolled player; it deals more damage to airborne opponents and its stun lasts longer on them.

    • Second version is slightly better since you can side dash after Pinpoint Cut to extend
    • Second Version: Do 3m1s + Mini uppercut and walk backwards a little, then quickly do Pin-Point Cut's air variant.
  • Phantom Cleave

    In order to perform this tech, you’d need to get hit by a Wild Psychic’s ult activation. Once the animation ends you’ll have to use your evasive and make sure that you move above your opponent, then activate Atmos Cleave as you fall (this may need to be timed right).

    A punish for a Wild Psychic's awakening: after being hit by it, evade above them and fall with Atmos Cleave so its upward slash lands just as their i-frames end.

    • Requires fighting a Wild Psychic user, being hit by their awakening, having evasive, and Atmos Cleave off cooldown
    • Works better if you wasted their evasive recently before they awaken
  • True Fire Slam

    Do two/three M1s on an enemy, Front Dash into them, and then downslam.

    Front dashing in gives the space needed to use the fire slam (downslam) during an M1 string.

    • The game requires you to downslam nothing for its alternative
  • Double Fireslam

    Perform a M1, then jump afterwards hold M1 then the first downslam will trigger, right after the endlag ends jump again and click M1 again.

    Triggers the Downslam passive twice to maximize damage and counter-attack blocking opponents.

    • Requires 2 uses of the downslam passive and the blade ignition passive active
    • Possible because the downslam variant is not categorized as an M1 and has no cooldown
  • pinpoint cut tech so cool

    Use normal pinpoint cut on someone and walk up to them and catch them using m1s, resetting your m1 combo.

    After a normal Pinpoint Cut, walk up and catch the target with M1s to reset your M1 combo, like The Strongest Hero's uppercut extender.

    • Harder alternative: A harder but better alternative is to jump before the m1 for early catch, it would probably catch evasive.
  • Kusho Dodge

    After an atomic uppercuts and uses Atomic Slash, use the aerial variant of Pinpoint Cut to dodge the slash itself.

    Lets you dodge Atomic Slash without ragdoll cancel by using aerial Pinpoint Cut, and can then be used to combo the opposing Atomic because of the stun.

    • Atomic Slash has a brief window near its end where the player can walk and use moves or ult

Blade Master combos

  1. Front dash + 3 M1s + Quick slice (Back to back tech) + 3 M1s + Pinpoint Cut Variant (Precision cut tech) + 3 M1s Downslam.Labeled Atomic's best unescapable combo
  2. 3 [M1]'s + Mini-Uppercut + Loop Dash (Aka Uppercut Dash (Technique)) + Pinpoint Cut [Aerial Version] (Stuns them when the opponent is rolling) + 2 [M1]'s + Side Dash while [M1] + Quick Slice (Aka Back to Back (Technique)) + 3 [M1]'s + Downslam + Atmos Cleave + 3 [M1]'s (no contact) + Downslam
  3. 4m1 + pinpoint cut (after they stop moving) + dash + 3m1 downslam + atmos cleave + quick slice (after moving forward a bit) + 4m1Labeled one shot combo
  4. Split-second counter (Optional) + Fdash (Optional) + M1 chain (any (if use regular, side dash to opponent)) + Atmos Cleave + Downslam (Timing is pretty much perfect as long as you start winding it up midair) + Pinpoint cut + Catch on roll with 4M1 (Downslam or Regular) + Instant Quick Slice (very important that it's instant or they'll get up during attack) + Fdash if you can manage (optional) + back to start (if needed)One shot if done with passive, else 89%, per the wiki
  5. 4m1+mini uppercut+side dash(QUICKLY)+pintpoint cut(varient)+Front dashWiki labels it UNESCAPEABLE COMBO and credits Freshfrenchfries (OWNER)
  6. Front Dash + 3m1 Downslam + Atmos Cleave + Quick Slice + Front Dash + 4m1 + Side Dash + Pinpoint Cut (ground) + Side Dash + 3m1 DownslamListed as 100%
  7. Pinpoint Cut (air) + 3m1 Downslam + Atmos Cleave + Quick Slice + (walk up to them or block their dash) 3m1 Downslam

Wild Psychic

  • Green

    As simple as it sounds, do a wall combo, but the difficult part is landing the dash. As soon as your land the wall combo walk backwards a little then time you dash.

    Wild Psychic has almost no end lag after a wall combo, so a timed dash after it lets you M1 extend.

    • Not universal because Wild Psychic uniquely has little to no end-lag after a wall combo
    • Similar to the Twisted technique
  • Windstorm Dash

    After ragdolling an opponent, use Windstorm Fury, and walk up then use 1 m1. After that, quickly forward dash to hit them directly on the back of their torso

    A forward dash on the back of the torso inside Windstorm Fury's lock keeps the target rolling in place without knockback, giving an extend with 1 M1 and a dash.

  • Wind Sage Extender

    First, hit 4 m1s (don't uppercut or downslam). Then, walk or side dash over to the ragdolled player and use your first m1 as soon as possible (this m1 is not meant to hit them). Immediately after using the first m1, use Windstorm Fury and continue the m1 chain at full speed, continuing to walk and face in the windstorm's direction. The target will fall forward into the tornado as it flings them upward. Keep running forward and front dash when the target is at their peak in midair, and hit the front dash just as they near the ground.

    Whiffing an M1 over a ragdolled enemy before Windstorm Fury makes the 4th M1 re-ragdoll them at the right time, giving two M1 extends off Windstorm Fury alone.

    • If done correctly it gives four more m1s
    • May need to space out the M1s against higher ping targets
  • Meteoric Smash

    you first need to do 3 m1s and then mini-uppercut. After the mini-uppercut, you need to use Comic Strike Immediately. After you have used it, your opponent should be higher than usual. Just before the meteor hits the ground, you want to use Terrible Tornado.

    Makes an unescapable combo with Cosmic Strike and Terrible Tornado; the target is damaged, flung and pulled in by the tornado.

    • Wiki writes Comic Strike (typo for Cosmic Strike)
    • Alternatively, Headwalk Uppercut can bring them higher
  • Expulsive Catch

    To begin, you need to use Windstorm Fury, and 3 m1s to temporarily stun your opponent. You need to be quick with the m1s, otherwise this combo will be a lot more difficult to land. After landing the m1s, immediately turn around and flick your camera upwards to the peak of where the opponent is in the air. Use Expulsive Push to send your opponent a decent lengths while still in the air. To finish the tech, use Crushing Pull, either to snatch your opponent out of the sky, or to throw them even further.

    Uses Wild Psychic's long move range: after Windstorm Fury and 3 M1s, Expulsive Push sends the airborne target away, then Crushing Pull snatches them from the sky.

    • Expulsive Push can be delayed before its damaging portion, letting you snipe the opponent in the air
    • If the timing is slightly off, Crushing Pull's range may save the combo
  • Tornado Flow

    First, use Windstorm Fury. After preforming 3 m1s, you wait a little then do a circle front dash on the opponent, causing them to roll upwards and if done right, will be just enough for you to catch them with your first m1 in the chain.

    Extends off Windstorm Fury while resetting M1s by circle front dashing onto the target after 3 M1s.

    • The wiki's In Depth section is marked TBA
  • Skibidi Coffin

    First, use the M1 shove tech to push the opponent. Then, as you are "dashing," quickly turn your screen around to prepare into a side dash. After getting your side dash in, quickly look back and use stone coffin, grabbing them at the very edge of the rock. This tech is inescapable.

    Stone Coffin on a rolling opponent after an M1 shove becomes true, grabbing them at the edge of the rock.

    • Wiki says this tech is inescapable
  • bonk

    After you regain control of your character after the meteor summoning animation, immediately turn your camera to the side and dash toward the opponent while activating the windup for Psychic Ricochet midair. If timed correctly, the opponent will be hit by the meteor but immediately be caught in the Psychic Ricochet animation before they can be flung away, resulting in massive damage.

    Combos Psychic Ricochet out of a successful Cosmic Strike by dashing toward the target and starting Ricochet's windup before the meteor flings them.

    • Wiki body calls the move Meteor Strike
  • Get back here

    If you manage to fail an Uppercut Dash combo extension (where they roll too far), you can use Crushing Pull, to, obviously, pull them back in.

    Crushing Pull recovers a failed Uppercut Dash extend by pulling the rolled-away opponent back for free damage.

    • Gives more damage if you manage a combo, as long as the opponent cannot use Evasive or their counters
  • Triple Slam

    Go into the enemy and do a downslam (1), then grab them with Crushing Pull so they get downslammed again (2), then do another downslam (3) to finish.

    Downslam, then Crushing Pull so they get slammed again, then a third downslam for extra damage.

    • You have to waste the enemy's evasive or they will escape
    • If the M1s after Crushing Pull come late, the target has time to side dash away unless their side dash is used
  • Airborne Grab

    Do 3 M1s then a Uppercut, then go in the opponent's head and then use Crushing Pull

    Crushing Pull from on top of the opponent's head after 3 M1s and an uppercut.

    • No further explanation on the wiki

Wild Psychic combos

  1. 4m1 + crushing pull + windstorm fury + 3m1 downslam + sidedash + stone coffin + 4m1 + expulsive push
  2. 4m1 + Crushing Pull + Windstorm Fury + (backup) Stone Coffin + (backup) 4m1 + Explosive Push + Side Dash + 4m1
  3. 3M1s + downslam + spam stone coffin as fast as you can + Spam crushing pull as fast as you can ( if you dont press it early enough it wont work) + 3m1s while opponent is grounded + downslam into wall combo + windstorm fury + 4 M1s while opponent is in storm + expulsive pushTitled "Super duper easy combo"

Martial Artist

  • Head First M1 ResetExtremely difficult

    Use Head First, face yourself, spam Front Dash, and the moment you front dash, enable shift-lock to turn around and hit the enemy.

    Turns Head First into an M1 reset: when the enemy hits the ground their back or front is exposed for a frame, and a front dash on it soft-ragdolls them.

    • Works on the dummy; macro and higher ping opponent recommended
    • Cons: counterable if even slightly late
    • Easier variant: An easier variant is to do a downslam after and loop dash, but that cannot be reset as easily.
  • Whirlwind KickEasy to perform

    Hold M1 whilst using Vanishing Kick, and when your M1 connects, use Whirlwind Drop. Wait and use Vanishing Kick again.

    Enables safe use of Whirlwind Drop after Vanishing Kick, since Whirlwind Drop does not go airborne while you are using an M1.

    • Cons: less damage; counterable if done late
  • Whirlwind StopExtremely inconsistent/hard to perform

    Jump and M1 whilst going onto the enemy's head, using Whirlwind Drop immediately. Same methodology as the Hunter's Grasp uppercut. Once performed, do a front dash or another move as a surprise.

    Standing on the enemy's head when using Whirlwind Drop stops the fling, so they stay on the ground for an M1 reset or surprise combo.

    • Cons: counterable/escapable; less damage than 4 M1 + Whirlwind Drop
    • Wiki file is marked TBA
  • Rockstar ResetSimple to use

    Use Bullet Barrage, and right as they begin rolling your Head First must connect. Face the direction they began rolling and spam Front Dash.

    Turns the 1-4 combo into an M1 reset because Head First still transfers momentum and flings the opponent.

    • Cons: ping dependent; extremely risky with evasive
  • Draconic SupaExtremely niche and hard to use

    Perform a dragon uppercut at a 45 degree angle to an opponent whilst walking into them. Shiftlock setting does not matter.

    Combines the Supa tech with the dragon uppercut to fling yourself upward, enabling true combos such as Earth Splitting Strike, Grand Fissure and Vanishing Kick.

    • The opponent moves up so fast that a colliding player is flung with them
  • Supa Splitting StrikeExtremely niche and hard to use and time

    Perform a Draconic Supa and use Earth Splitting Strike at about 3/4 of the total height. Turn the camera around to move the shockwave to where the dragon is. Do it correctly and it will automatically hit.

    A true, unescapable combo that follows a Draconic Supa with a well-timed Earth Splitting Strike.

    • Shockwaves can be moved with shiftlock and cast from the player's last height
  • Draconic Fissure

    Perform a dragon uppercut, Side Dash left, face left, and summon Grand Fissure right as the dragon thrashes left.

    A true combo using the uppercut passive and Grand Fissure; it bypasses Death Counter.

    • Works similarly to Dragon Drop
    • Cons: easy to miss; wiki file is marked TBA
  • Fissure FangsExtremely niche and hard to use and time

    Perform a Draconic Fissure. When the second plate falls, immediately use Twin Fangs. Use Earth Splitting Strike as backup.

    Combines Draconic Fissure with Twin Fangs for an instant-kill combo; it should kill or leave the opponent at 1 HP.

    • Backup options: Last Breath, Earth Splitting Strike
    • Described as extremely safe to use
  • Draconic BarrageSimple to use

    Peform a dragon uppercut on the absolute left of the player, Side Dash left, and peform a Backdash-Cancelled Bullet Barrage facing the way the player will be flung.

    Converts the dragon uppercut passive into a Bullet Barrage; the second kick grabs onto the opponent and continues your combo.

    • May need a Backdash Cancel to get closer
    • Cons: easy to miss; may sacrifice Front Dash
  • Dragon Drop

    Perform a dragon uppercut, Side Dash 10 degrees clockwise to the left, and use Whirlwind Drop when the dragon thrashes to the right. If done correctly, the opponent will be thrusted into the air. Follow up with any move, a downslam, or use a Front Dash for a true M1 extender.

    Turns the dragon uppercut passive into a combo or M1 extender without Vanishing Kick by aligning with the dragon's throw and landing Whirlwind Drop.

    • The dragon throws slightly ahead of the player; Whirlwind Drop's hitbox is vertically smaller than the start of the throw
    • Wiki says it is extremely consistent on any ping and cannot be punished with evasive or counter
    • Cons: easy to miss
  • Draconic DropkickExtremely time sensitive and difficult

    Hit a Vanishing Kick and immediately do a Dragon Drop. Do the Vanishing Kick variant as they hit the floor.

    Combines a standard Dragon Drop with Vanishing Kick for a combo extender.

    • Only 3.5 seconds to use Vanishing Kick
    • Cons: Vanishing Kick is counterable
  • RocksupaExtremely time sensitive and difficult

    Perform a Draconic Supa and use Vanishing Kick a little later. Aim for the dragon and hold M1.

    Combines Draconic Supa with a timed Vanishing Kick for a true combo, hitting the opponent the moment they are flung.

    • Only 3.5 seconds to use Vanishing Kick's variant
  • Draconic Kick

    Perform a dragon uppercut, Side Dash left, and use Vanishing Kick when they get thrown. M1 and Front Dash to continue your combo.

    Extends from the dragon uppercut with Vanishing Kick instead of the second variant.

    • Vanishing Kick's first hit will always soft-ragdoll
    • DAVI'S VARIANT: Perform a dragon uppercut, turn your camera to left and use Vanishing Kick when they get thrown off, this will save up your side dash for the Spiral Strikes technique.
  • Draconic Head FirstNot easy to land

    Perform a dragon uppercut, Side Dash left, and Back Dash. Spam Head First and you should be able to connect it.

    Extends from the dragon uppercut with Head First; the shorter backdash gives more time to land it.

    • Cons: uses Side and Front Dash
    • Landing impact flings the opponent slightly
  • Draconic Uppercut Reset

    Perform a dragon uppercut, Side Dash, walk forward, and then Front Dash when they hit the floor.

    The opponent bounces up when they hit the floor, so a front dash on their back resets them.

  • Whirlwind Headstand ResetExtremely hard to land

    Perform 4 M1s and immediately use Whirlwind Drop. Adjust your position so they land on your head. Continue M1ing and use a Front Dash.

    Turns Whirlwind Drop into an M1 reset: the opponent lands on your head, rolls only a short distance when front dashed, and you reset.

    • Works on the dummy
    • Cons: easily escapable
  • Vanishing Headstand ResetExtremely hard to land

    Ragdoll your opponent and use Vanishing Kick's variant. Adjust your position so they land on your head. Continue M1ing and use a Front Dash.

    Turns the Vanishing Kick variant into an M1 reset using the same head-landing trick as Whirlwind Headstand Reset.

    • Works on the dummy
    • Cons: easily escapable
  • Vanishing Variant

    Perform an M1 Shove and use the Vanishing Kick variant immediately. Side Dash and continue comboing for a true extender.

    Quickly using the Vanishing Kick variant after an M1 Shove leaves distance to side dash since the opponent is not hit.

    • Cons: wastes the "twice" part, so less damage, but continues the combo
  • Vanishing Trip

    Perform a delayed M1 Shove and use Vanishing Kick. This is counterable, so be careful.

    A delayed M1 Shove returns control sooner, giving a faster cast; the player is still rolling when hit and gets flung with forced ragdoll.

    • Does 2% extra damage compared to M1 Shove + Vanishing Kick but loses combo chaining
    • Cons: easily counterable M1 shove
  • Spiral Strike

    When you use your Vanishing Kick and hit somebody, you could hold M1 to punch them whilst they are rolling causing them to get stunned. Afterwards you can side dash and catch with another m1 and extend with another move after.

    Holding M1 after a Vanishing Kick hit punches the rolling target and stuns them, so you can side dash, M1 and extend further.

    • Wiki body also calls it Spiral Strikes (in Draconic Kick)
  • Impact Toss

    When you use Bullet Barrage on an opponent, you could hold m1 to possibly knock them down with the 4th m1 whilst they are in their stunned floating phase.

    Safely sets up Vanishing Kick after Bullet Barrage: the 4th M1 sends the floating opponent flying in a random direction close enough for the kick.

  • Hurl Kick

    When you use Bullet Barrage on an opponent and after it ends, you can Side Dash and use Vanishing Kick whilst they are in their stunned floating phase, sending the enemy flying into the direction you have hit them from.

    Used to gain distance or surprise with a large fling by side dashing into Vanishing Kick right after Bullet Barrage.

  • Vanishing Dash

    When you use Vanishing Kick on an opponent, you have the chance to Front Dash right after it. When you hit the opponent with the Front Dash, they get ragdolled which can be used to safely extend with Vanishing Kick's second use

    A front dash right after Vanishing Kick ragdolls the opponent so Vanishing Kick's second use can follow safely without being countered or dodged.

  • Bullet Barrage+

    You first need to do the Spiral Strike tech, then you need to side dash and do 2 m1s ASAP. Next you wanna use Bullet Barrage right after the 2 m1s and RIGHT at the end you need to use the Second Part of Vanishing Kick.

    Maximizes Bullet Barrage damage by chaining it after Spiral Strike and finishing with Vanishing Kick's second part.

    • Wiki says Vanishing Kick has a 4 second time window
  • Blazing Fist

    You first need to knock the player down a large distance (distance shown in the gif) then you need to use Vanishing Kick and hit it far away from the hitbox. As soon as you hit it, you need to back away and Dash to the back of your opponent.

    Vanishing Kick on a ragdolled enemy makes a crater and stuns them briefly, letting you back away and dash behind them to extend confusingly.

    • Similar to Uppercut Shove
  • Breakage Slam

    After ragdolling an opponent, wait a split second before wake up to use Grand Fissure.

    Timing Grand Fissure just before wake up stops the opponent being pulled toward you so the breakage slams them, getting the extra damage.

    • Gets the extra 25% damage off Grand Fissure
  • Slam Lift

    After using Vanishing Kick, quickly ragdoll your opponent, recast your Vanishing Kick then use Head First right after it lifts both of you midair.

    A flashy confirm into Head First or M1s using the recast of Vanishing Kick to lift both players.

    • With the Whirlwind Drop version they jump repeatedly midair as you M1, then you can follow with Head First after the third M1
    • Whirlwind Drop version: You can use Whirlwind Drop, cancel it midair with recast and then do an M1 combo right when they wake up.
  • Fissure Loop

    Use Grand Fissure, dash away from it, and turn around to hit the opponent back into the second impact.

    Ensures maximum Grand Fissure damage: a front dash hits the torso and loops the opponent back into the second impact.

  • Fissure Headstand

    Peform an M1 whilst jumping on the opponent's head. Use Grand Fissure whilst on top of them. Follow up with any move.

    Standing on the opponent's head stops them flying away so they take Grand Fissure's second impact.

  • Combo Cancel

    While doing a wall combo, you can side dash out of it.

    Lets you cancel the wall combo with a side dash and then combo extend.

    • The wiki says Martial Artist is currently the only character able to do this
  • Bullet Dash

    After doing a Bullet Barrage, wait to fall down and wait for the moment when the target starts rolling, then M1 and forward dash in the direction they rolled in.

    An M1 reset after Bullet Barrage using a forward dash; the late M1 keeps them stunned long enough for the dash.

    • You need to be very quick and keep the M1 as late as possible
  • Shove Kick Dash

    After 1-2 M1s, use vanishing kick in a loop and hit the opponent, instantly using an M1 after. You can follow up with a dash, another M1 to either ragdoll the player (if you did 2 M1s prior) or keep them stunned (if you only did 1).

    Works like Makaku or Shove Dash: the instant M1 stops the roll and stuns the player closer to you, extending Vanishing Kick without being countered.

    • Must be very quick; kicking too late allows a counter
    • Wiki note says Azureeen created this combo extender earlier, misspelling it "Vasnishing Dash"
  • M1 Shove Kick

    Do the M1 Shove tech ( 1-3 M1’s into a Dash) then immediately use vanishing kick.

    The M1 Shove tech gives enough distance for Vanishing Kick to hit, allowing a combo extension.

Martial Artist combos

  1. 3 M1s frontdash (M1 shove tech) + Vanishing kick + M1 catch + 2 M1s (Else side dash and 3 M1s) + bullet barrage + Vanishing kick use twice + 3 M1s Downslam + Head First + 3 M1s Downslam + Whirlwind Drop.Labeled 98.3% Combo
  2. 3 M1s + Bullet Barrage (if opponent does not evasive) + Head First + 3 M1s downslam + Whirlwind Drop + Vanishing Kick 2x
  3. vanishing kick+awakening+earth-splitting strike+dash+last breath
  4. Front Dash + 3m1 + Twin Fangs + Grand Fissure + Last BreathLabeled 100% awk combo

Tech Prodigy

  • Rip Off "Twisted"

    Land 4m1s, after that, walk backwards a little and time your dash.

    A Twisted-style tech for Tech Prodigy that extends with extra M1 chains but needs more precise timing than Hero Hunter's version.

  • Mechanical Loopty Loop Spiral

    Be sure wait a slight moment before loop dashing after Trinity Tear, after use front dash and after catching them immediately use m1s

    Trinity Tear flings the opponent upward, so a perfectly timed loop dash after it lets you M1 extend (similar to Lethal Dash).

  • Weboom Extend V2

    First, you need to downslam an opponent then turn back and use Weboom. If done correctly, they should roll forwards. After doing Weboom you want to Side Dash as soon as possible and try not to Side Dash too far behind the opponent. Then, perform a Forward Dash which should hit your opponent and allow you to extend your combo.

    Weboom rolls ragdolled opponents far away, so a side dash then forward dash lands safely without re-rolling them.

  • Downslam Weboom Extend

    First, downslam your opponent. Then, time your weboom perectly, not to early to make them roll, and not too late to make it escapeable. Then, if done correctly, the opponent should be sent backwards while ragdolled, allowing for a second downslam, stalling a lot of time.

    Used to waste Ragdoll Cancel or stall for cooldowns: a well-timed Weboom after a downslam allows a second downslam.

    • Timing Weboom as they wake up makes it true and unescapable without ragdoll
  • Twinless

    Similar to that of the dead M1-Extend tech, except of using a forward dash we use the Twin Burst's first shot to hit the opponent. We use the second shot to look at the opposite direction to boost ourselves towards the enemy, allowing us to combo extend.

    Makes Twin Burst an inescapable extender: the first shot hits and the second shot, aimed the other way, boosts you toward the enemy.

    • Wiki calls the M1 Extend tech "dead"
  • Explosive Push

    First, you downslam the opponent. As you downslam, get RIGHT on top of the opponent. Then, use weboom and spam Twin Burst. This causes the opponent to get absolutely yeeted across the map.

    On top of a downslammed opponent, Weboom and Twin Burst both roll them backward, and the rolling hits ragdoll them so momentum flings them across the map.

    • Wiki body calls it the Explosion Push tech
  • Rocket Missile

    Similar to the Explosion Push tech, downslam the opponent. Instead of getting on top of the opponent, move back just enough for weboom to move the opponent forward. Then, spam twin burst and look at the direction you want to send the opponent. This will cause the opponent to get flung in the direction you chose.

    Weboom's forward push and Twin Burst's backward push cancel out, suspending the opponent at your height so the second burst sends them flying where you aim.

  • Air Doom

    Similar to the Explosion Push tech, downslam the opponent. Instead of getting on top of the opponent, move back just enough for weboom to move the opponent forward. Then, spam twin burst and look at the direction you want to send the opponent. This will cause the opponent to get flung in the direction you chose.

    Like Rocket Missile, but you look straight down so the opponent is set up for an air-variant Trinity Tear for lots of damage.

    • Looking down and using the ground Trinity Tear does even more damage
    • The wiki's How to Perform text here is identical to Rocket Missile; the aiming difference is only in In Depth
  • Tactical DMG chip

    After you use "Tactical Storm", do a front dash loop, almost like a "DMG chip".

    A front dash loop after Tactical Storm chips damage when you cannot continue a combo.

    • Risky: they get unragdolled right after, so side dash away as soon as you hit
  • Spider Snatch

    Simply place Weboom behind you while your opponent is ragdolled and use Trinity Tear to catch your opponent while they roll.

    You are vulnerable but not actionable during a roll, so Trinity Tear catches the rolling opponent and benefits from Weboom's damage.

  • Trinity SLAM

    Use Twin Burst and angle your camera as you would with Twinless, then simply use Trinity Tear.

    Trinity Tear out of Twin Burst always uses its air variant until you land, making this the wiki's best way to combo with the air variant.

  • Dev’s Combo

    Use the first two M1’s of your ultimate, then use photon edge, this is 100% true and you must ragdoll cancel so you can escape the combo.

    An ult combo: the first two M1s of your ultimate into Photon Edge, which the author says is 100% true unless the opponent ragdoll cancels.

    • Assumes you have your ultimate

Tech Prodigy combos

  1. 3M1s + Twin Burst (Twinless tech) + 3M1s downslam + Weboom + Front Dash (Easy Weboom Extend V2 Tech) + 4 M1s + Trinity Tear + 3 M1s Downslam + Plasma Cannon.Labeled 100% combo to gain passive (Railgun Ver.)
  2. 3M1s + Twin Burst (Twin Reset/Twinless tech) + 3M1s downslam + Weboom + Front Dash (Easy Weboom Extend V2 Tech) + 3 M1s Downslam + Plasma Cannon + Side Dash + 3 M1s Downslam + Trinity Tear.Labeled 100% combo to gain passive (Tactical Storm ver.)
  3. 3m1 + Trinity SLAM + Downslam + Plasma Cannon + Dash + 3m1 Downslam + Trinity Tear + Downslam + Weboom (Weboom Extend V2).Labeled Easy 100%+ combo
  4. 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.Labeled 100% Combo (Can Kill Players)

Undying Hero

  • Twisted

    After your 4th M1, you must wait a bit and forward dash to try and hit them from below. If done right, their knockback will be heavily decreased, allowing you to extend with M1s afterwards.

    Undying Hero's version of the Twisted tech: forward dash from below after the 4th M1 to cut knockback and extend with M1s.

  • Grave Maker Loop

    Similar to Loop Dash, after the move ends you must forward dash and hit them from below, decreasing their knockback heavily and allowing you to extend with M1s afterwards.

    Forward dash from below after Grave Maker ends to heavily reduce knockback and extend with M1s.

  • Blast Breaker Extend

    After your melee attack, you must Side Dash away and immediately use Blast Breaker, allowing you to just barely extend with a Forward Dash.

    Three ways to extend after Blast Breaker; the inputs field holds V1.

    • V1 only just barely allows a Forward Dash
    • V2: You must turn around and miss the first bullet before turning back and hitting the rest, allowing you to side dash into a melee attack or easily Forward Dash without any worry of them being unstunned.
    • V3: After your Melee Uppercut, 4th Melee Attack or Grave Maker, use Blast Breaker right before they land to get them floating in the air. This reduces their knockback which allows you to safely Forward Dash.

Undying Hero combos

  1. 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 + gravemakerTitled "Super duper easy 100% combo"

KJ

  • Property In Egypt

    Do 2 m1s and on third m1 jump and m1 at the same time, allowing you to get on top of your opponent without them being able to hit you because of the stun from the third m1. Next, aim your Swift Sweep similar to how Fdrfefegef The Great aimed it in the gif below.

    Jumping onto the opponent on the third M1 lets you aim Swift Sweep for an inescapable M1 extend.

  • Collateral Extend

    After using Collateral Ruin, instantly front dash into your opponent and hit them from under, putting them into a rolling state which allows you to side dash and m1 them.

    Hitting the target from below with a front dash after Collateral Ruin rolls them a short distance, like Twisted or Uppercut Dash.

    • The game tries to send them up but cannot because they were hit by a Front Dash
  • Sending Bro to China Be Like

    Do 3 m1s and on 4th m1 side dash to the player positio and use "Swift Sweep" then land the dummy with forward Dash

    Side dash on the 4th M1 into Swift Sweep, then land a forward dash.

  • Swift Turn

    After the first hit of Swift Sweep turn around right before the final kick to prevent them from being knocked back while still being stunned enough for an m1.

    Turning away before Swift Sweep's final kick avoids the knockback while leaving enough stun for an M1.

  • The Drizzliest Glizzy

    In order to perform the Swift Reprisal tech, you need to use 4 m1s mini uppercut. After you do mini uppercut, you're going to use swift sweep immediately after, making the swift sweep unescapable.

    Swift Sweep immediately after a mini uppercut is unescapable and can be paired with M1s.

    • The heading says The Drizzliest Glizzy while the body calls it the Swift Reprisal tech
  • Catch This

    In order to perform the Catch This tech, you need to use 4 m1s then dash. (This isn't consistent but when mastered, can probably be done most of the time.)

    Four M1s and a dash, like the Twisted tech, to combo extend.

    • Wiki says it is not consistent but can probably be done most of the time once mastered

KJ combos

  1. 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
  2. 3m1 Mini-Uppercut + Swift Sweep + Front Dash + 3m1 Mini-Uppercut + Ravage + Side Dash + Front Dash + 3m1 Mini-Uppercut + Collateral RuinListed as 100%
  3. Forward Dash (if needed) + 3M1 + Swift Sweep (miss the second hit, Swift Turn Tech) + 4M1 (should already be on the 4th M1) + Collateral Ruin + Forward Dash (should hit if timed right) + RavageLabeled 3 move combo; can begin with Spiraling Storm
  4. Front dash + 3 m1s + downslam + swift sweep (Using swift sweep on a grounded opponenet turns swift sweep into a real combo extender) + front dash + 3 m1s + downslam + collaterial ruin + front dash (time right) + side dash + ravageTitled "Super duper easy 100% combo"

Combat terms

TermMeaning
M1Your basic attack, done by left clicking.
Front Dash / Fdash / Forward DashA forward dash.
Ult / Ultimate / AwakeningUsing your awakening. Not the same as Ultimate Skill, the official name for the skills used while awakened.
Ragdoll CancelUsing your Ragdoll Cancel.
EvasiveListed with Ragdoll Cancel: it means using your Ragdoll Cancel.
Side DashA side dash.
ComboA series of moves chained together to deal a lot of damage.
NeutralUsing a move outside of a combo.
RawListed with Neutral: using a move outside of a combo.
TechCommunity-made sub-attacks that use physics and hitboxes, combine moves that would not normally work together, or both.
TechniqueSame as Tech.
ParryUsing a counter move.
OneshotA combo that, executed properly, kills the target regardless of their health.
Critical HitAfter a perfectly timed block of an opponent's M1, your next basic attack deals triple damage with a shattering sound; the state lasts until you are ragdolled.
Flawless blockA block with perfect timing against an M1; it plays a faint sound and enables a Critical Hit.
Black FlashA perfect block made right after a Critical Hit (without being knocked back in between) that deals twice the damage of a Critical Hit.
StunTaking any damage stuns the player, who then cannot use moves, counters, move with WASD, dash or block.
True punishStriking an opponent during the stun left by a move they missed or had blocked.
ArmorWhile a player has armor, M1s and most moves cannot affect them; most armor moves need a condition such as hitting an opponent.
I-framesInvulnerability frames: the player cannot be affected by anything except Sorcerer's Repulse and Erase; most awakening startups and cutscene attacks grant them.
Armor BreakAn armor-piercing effect that still damages, stuns and interrupts a target with armor, but cannot pierce i-frames.
RagdollStatus applied at the end of most attacks and M1 combos: the player cannot act for 2 seconds but can stand early by side dashing or back dashing on the ground (a ragdoll cancel).
Roll / Roll-StateA status that forces a rolling animation after certain attacks; unlike ragdoll, evasive cannot be used during it, with listed exceptions.
Roll clashBeing hit by a roll-causing attack while already rolling: the rolls clash and the player is ragdolled for about 3 seconds.
Wall ComboA character-unique combo done near an obstacle (wall, tree, trash can) after a 4th M1, downslam or uppercut, followed by a forward dash.
TileUnit of distance used for dashes, measured from a square tile in the middle of the public-server map; its true size is unknown per the wiki.
VariantAn alternative way to perform a move, usually needing a condition such as being airborne, holding jump or hitting an opponent in a certain state.
BarrageAttacks such as Consecutive Punches, Quick Slice and Machine Gun Blows that build up damage to a maximum; long hitboxes but can be parried and leave you stunned.
Grab / Multi-GrabA move that pulls the victim in front of you; a multi-grab can grab several people (e.g. Scatter, Atmos Cleave, Windstorm Fury).
Splash (AoE)Area-of-effect attacks that can hit several players at once, e.g. Quick Slice, Blitz Shot, Jet Dive, Grand Slam.
Mobility/Dash moveMovement skills that move you at least 3 spaces, e.g. Flash Strike, Jet Dive, Grand Slam; some also move you at altitude.
Deadly CounterA counter (e.g. Death Counter) whose successful trigger is an instant kill in almost all situations; can be triggered by almost all skills and projectiles.
Basic CounterA counter (e.g. Split Second Counter) triggered by most basic moves; grants armor during the counterattack but leaves you open if it whiffs.
SafeAn attack that cannot be punished after being blocked and/or dodged.
Projectile/RangedAttacks that hit from a distance, often with area effects or combo extension; can be deflected by moves with the reflect trait.
Grounded/ExtendableCombo-extending attacks, some of which need the opponent knocked to the ground (e.g. Uppercut, Hunter's Grasp on a ragdolled opponent).
ReflectorA move that only reflects ranged or projectile attacks.
Burst (Anti Team)A per-character skill meant to stop teaming that can also extend combos.
InteractionA special animation, introduced in the Cosmic Update, triggered when specific moves from specific characters collide.

Patched techs

  • M1 Extend

    Once you land 2m1s you need to side dash right as you perform the 3rd m1. keep in mind your side dash needs to go straight away from your opponent. Then after that, you need to forward dash to them immediately

    A removed global tech: side dash away on the 3rd M1 then forward dash back in, using the M1 stun to get up to 7 M1s (8 with the forward dash) instead of 4.

    • Patched/removed; cannot be used in game
    • A bug patch meant you must be far away or it knocks back
    • M1 speed and pattern differ by character
    • Alternative: Alternatively, you can do 3 m1s, sidedash, then emote, then frontdash immediately.
  • Flash Strike

    doing a M1 Shove and Flash Strike right after, stunning the opponent again and resetting the M1 timer.

    In early Deadly Ninja, Flash Strike right after an M1 Shove gave an inescapable extend. It was patched and now deals less damage and ragdolls the opponent away.

    • Patched/removed
  • Rebounding Robotics

    Simple, side dash after 4 M1's and use Double Trouble.

    Side dashing after 4 M1s and using Double Trouble (a grab) catches the opponent in the air, since Tech Prodigy's M1 behaves like Hero Hunter's.

    • Patched/removed
  • Troubling Catch

    After using Double Trouble go slightly forward and a bit to the side wait for a bit and when the npc you summon flings your opponent into the air dash and catch the opponent when the npc summon an orb then side dash to extend and continue using m1s.

    A dash after Double Trouble that catches the opponent flung by the summoned NPC so you can extend with M1s (similar to Lethal Dash).

    • Patched/removed
  • Easy Weboom Extend

    First, you need preform 3 M1s and downslam your opponent. After the downslam walk back a little and immediately use Weboom to roll the opponent directly in front of you. Or you could use the move without moving back, but this sends opponents in a random direction instead so you'll need to be ready to catch them when it does.

    A removed, easier way to combo extend off Weboom after a downslam.

    • Patched/removed
  • Consecutive Blows

    The player must first use Machine Gun Blows, and wait out the barrage. As soon as the second to final hit initiates, immediately look behind you to not let the opponent get hit by the final hit, then turn around and M1 the opponent.

    Avoiding Machine Gun Blows' final hit by looking away lets you M1 extend after it.

    • Patched/removed
    • Wiki entry does not name the character; assigned to Destructive Cyborg because Machine Gun Blows is its move
    • Easier when looking away at about 30 degrees

The Strongest Battlegrounds guides

All The Strongest Battlegrounds guides β†’

Frequently asked questions

What is a tech in TSB?

A tech is a player-found trick that bends a move or the movement system past its normal use, such as cancelling an animation early or chaining a dash into a move. They are not listed in the game; the wiki collects them, and some get patched.

Which character has the most techs?

On the wiki's Techniques page, Martial Artist has the most character-specific techs (33). 17 more work with every character.

Do patched techs still work?

No. The wiki keeps 6 techs in a removed or patched section; they are listed at the bottom of this page so you do not waste time practising them.

Data taken from the The Strongest Battlegrounds Rblx Wiki (CC BY-SA), organized with AI assistance; nothing here is tested in the game; wiki read on 2026-10-24.