Learn six universal techs first in The Strongest Battlegrounds (TSB): Uppercut Flick, Uppercut Dash, Delayed M1s, M1 Shove, Micro Dash and Backdash Cancel. The wiki says universal techs work with every character. Then add one or two techs for the character you play, such as Twisted Dash for Hero Hunter or Whirlwind Slam for Deadly Ninja. Inputs below are quoted as the wiki writes them.
The data comes from the community wiki's Techniques page, which was last edited on 7 September 2026. We read it on 24 October 2026 and organised it ourselves. Techs are community-made, they can be patched by any update, and no entry on the page carries a "works as of" date, so treat every input as a starting point rather than a promise.
What a tech is, and the terms you need
The wiki defines techs (techniques) as community-made sub-attacks that use physics and hitboxes, combine moves that wouldn't normally work together, or both. The Techniques page adds that some are unnecessary, most are useful, and a few exist mainly to look cool (Kyoto is its example). Some techs are ping-based and may not work on the Weakest Dummy.
The terms the inputs use:
- M1: your basic attack, a left click. Holding it gives up to four hits.
- Front dash (forward dash) and side dash: forward and back dashes share a 5-second cooldown and cover about 4.5 tiles; the side dash has a 2-second cooldown and covers roughly 3 tiles. Q dashes on PC.
- Ragdoll: the state after most attacks, 2 seconds long. A ragdoll cancel (also called evasive) stands you up early with a side dash or back dash on the ground.
- Combo extend: landing another attack after the first one, usually with a dash that catches a falling or rolling target.
For the move names and cooldowns that the inputs refer to, see each character on the TSB characters page, and the techs list for the full set.
How these picks were made
These picks come from filters on what the wiki prints, not from match results. Each one passed four checks:
- 1Universal first. A tech marked universal works for every character, so the time you spend on it carries over if you switch.
- 2A short written input. Entries that are one or two sentences beat entries that need a camera angle and a paragraph of setup.
- 3No warning about ping or success rate where a cleaner option exists. Hamster Wheel ("only works on players with extremely high ping") and Bench-Jump ("It may take a lot of tries") were passed over. Where a character has no clean entry, such as Destructive Cyborg, the pick keeps its caveat and the Note column says so.
- 4Not patched. Six entries are marked patched or removed (listed below).
Martial Artist is the one character where the wiki labels difficulty widely: 13 of its 33 entries carry a label, against two labels in the rest of the list (Surf Tech and Explosive Shot Blitz). So that character's picks use the wiki's own "Easy to perform" and "Simple to use" ratings.
Universal techs to learn first
The wiki lists 17 active universal techs. These nine are the shortest and least conditional, and the first six are the ones to start with:
| Tech | Input as written | What the wiki says it does |
|---|---|---|
| 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 Uppercut Dash |
| 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" | Target takes little or no knockback, so you side dash in and keep comboing |
| Delayed M1s | "Instead of holding M1, click sparingly" | Stretches the M1 string, usually to regain a dash or let a move come off cooldown |
| M1 Shove | "Do 3-1 M1's then immediately Front Dash." | Pushes the opponent back or adds damage; the wiki says the exact reason it works is not known |
| Micro Dash | "Side dash, and immediately use a move. Punching does not work because it will not cancel the dash." | Shortens the dash and makes it faster; usable on wake up and with counters |
| Backdash Cancel | "backdash them IMMEDIATELY use a move, this will cancel the backdash and play the move instead" | A surprise attack, since you aren't fully stunned right after a backdash |
| Upside Down Ragdoll | "downslam someone IMMEDIATELY when they get up" | Opponent lands on their head and behaves like a standing target, which allows extends such as Flowing Water |
| Uppercut Jump | "do 3 m1s, jump, then immediately uppercut" | Lets you use moves that normally need a grounded target while midair |
| True Downslam | "2m1s, jump and during the jump, 3rdm1 then downslam." | Opponent can't use Ragdoll Cancel or evasive afterwards |
Learn them roughly in that order. Uppercut Flick comes before Uppercut Dash because the wiki calls the Flick a basic Uppercut Dash but "much easier and simpler". The wiki also notes that Micro Dash is required for certain combos to be true on the Weakest Dummy.
Skip these universal entries for now: Wall Extend needs a wall and exact timing (a dash a split-second too slow just starts a normal wall combo), Stun Negation can be countered by blocking, and Trashy Escape Plan and Bench-Jump are techs the wiki says it can't fully explain.
One or two techs for each free character
| Character | Tech | Input as written | Note |
|---|---|---|---|
| The Strongest Hero | Ragdoll Shove | "3m1 + shove + m1 right after" | The 4th M1 ragdolls the target while they're rolling |
| The Strongest Hero | Shove Dash | "After using the move shove, m1 right away. After that, back away for a bit, then forward dash." | The M1 after Shove must be the 1st, 2nd or 3rd, or it becomes a Ragdoll Shove |
| 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" | Forward dash after the 4th M1, which launches the target up and back |
| Hero Hunter | Uppercut Grasp | "3 M1s + jump + mini uppercut + hunter's grasp." | Hunter's Grasp can hit ragdolled players in the air |
| Monster Form | 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." | Used after Crowd Buster |
| Monster Form | Binding Cloth M1 Reset | "Use binding cloth and do a small loop dash right after the end" | A video on the page shows it on the dummy |
| Destructive Cyborg | Coward Catcher | "just hold m1 while doing Ignition Burst" | Very situational; the wiki says it's meant for block holders |
| Deadly Ninja | Whirlwind Slam | "Do 3 M1s into a downslam, and then immediately use Whirlwind Kick." | Leaves the opponent upside down for M1s, loop dashes or Explosive Shuriken |
| 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." | Works after Homerun but not the miss variant |
| Blade Master | True Fire Slam | "Do two/three M1s on an enemy, Front Dash into them, and then downslam." | Front dashing in gives the space for the fire slam |
| Wild Psychic | Airborne Grab | "Do 3 M1s then a Uppercut, then go in the opponent's head and then use Crushing Pull" | The wiki gives no further explanation |
| Wild Psychic | 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." | You have to waste the enemy's evasive or they escape |
| Martial Artist | Whirlwind Kick (rated "Easy to perform") | "Hold M1 whilst using Vanishing Kick, and when your M1 connects, use Whirlwind Drop. Wait and use Vanishing Kick again." | Less damage; counterable if done late |
| Martial Artist | Rockstar Reset (rated "Simple 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." | Ping dependent and risky against evasive |
| Tech Prodigy | Rip Off "Twisted" | "Land 4m1s, after that, walk backwards a little and time your dash." | Needs more precise timing than Hero Hunter's version |
| Tech Prodigy | Spider Snatch | "Simply place Weboom behind you while your opponent is ragdolled and use Trinity Tear to catch your opponent while they roll." | Trinity Tear catches the rolling target |
Undying Hero (the paid Early Access character) has three techs in the data, and Twisted is the shortest: forward dash from below after the 4th M1 to cut knockback and extend with M1s. KJ has six, including Catch This ("you need to use 4 m1s then dash"), but KJ isn't something most players can pick; see the characters page for who can.
Martial Artist has by far the most entries, 33 active techs against 18 for Hero Hunter, the next largest. Most carry ratings such as "Extremely time sensitive and difficult", which is why only its two simple ones are picked.
Patched techs to avoid
The wiki marks six entries as patched or removed:
- M1 Extend (universal): the old side dash on the 3rd M1 and forward dash back in, which stretched a string to up to 7 M1s. The wiki says it cannot be used in game.
- Flash Strike (Deadly Ninja): Flash Strike after an M1 Shove was once an inescapable extend. It now deals less damage and ragdolls the opponent away.
- Rebounding Robotics, Troubling Catch and Easy Weboom Extend (Tech Prodigy, by inference for the last two; the page names Tech Prodigy only in Rebounding Robotics): all marked patched/removed.
- Consecutive Blows (Destructive Cyborg by inference): looking away from Machine Gun Blows' final hit to M1 extend. The entry doesn't name its character.
The wiki is not consistent about all of them. Deadly Ninja's active "The Flash Strike Tech" says an earlier version was patched but a jump-timed version works. The Combos page writes "Easy Weboom Extend V2 Tech" while the Techniques page lists Weboom Extend V2 as active and plain Easy Weboom Extend as patched.
Techs the wiki itself says to approach carefully
- Makaku (The Strongest Hero) is ping-based, doesn't work on a dummy, and the page adds that the credit to a player called Makaku may not be true.
- Foul Play (Brutal Demon) works because of the 14 July 2025 update that changed Foul Ball's end lag, so a later change could break it.
- Hamster Wheel (Hero Hunter) "only works on players with extremely high ping".
- Kyoto (Hero Hunter) is possible on the Weakest Dummy but very hard, and easier the more ping the enemy has. The wiki says it's used to look cool.
- The Vanishing Kick window in Martial Artist's Draconic Dropkick and Rocksupa is 3.5 seconds, but 4 seconds in Bullet Barrage+.
The Combos page, last edited on 8 August 2026, strings these together into 61 combo entries across 12 characters (Monster Form counted separately). Read it after you have the individual techs down.
FAQ
What techs should I learn first in TSB?
The universal ones: Uppercut Flick, Uppercut Dash, Delayed M1s, M1 Shove, Micro Dash and Backdash Cancel. The wiki says universal techs work with every character.
What is the easiest tech in The Strongest Battlegrounds?
The wiki calls Uppercut Flick "much easier and simpler" than Uppercut Dash. For Martial Artist the wiki rates Whirlwind Kick "Easy to perform" and Rockstar Reset and Draconic Barrage "Simple to use".
Do techs work on the Weakest Dummy?
Not always. The Techniques page says certain techs are ping-based and may not work on the Weakest Dummy. Makaku, Shove Uppercut and Grasp Punch are listed as not working on a dummy.
Which TSB techs have been patched?
Six are marked patched: M1 Extend, Flash Strike (Deadly Ninja), Rebounding Robotics, Troubling Catch, Easy Weboom Extend (all Tech Prodigy by inference) and Consecutive Blows (Destructive Cyborg by inference).
How many techs are there in TSB?
The Techniques page holds 177 tech entries in our data: 171 active and 6 patched. Of the active ones, 17 are universal and 154 are character-specific.
Sources
- https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Techniques
- 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/Characters

