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TSB Ragdoll Cancel, Evasive, Block and Dash Explained
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TSB Ragdoll Cancel, Evasive, Block and Dash Explained

Guide
By RBLXGUIDEWednesday, November 4, 20269 min read

Quick Summary

How to block, dash and ragdoll cancel in The Strongest Battlegrounds, with the wiki's exact cooldowns, ranges and M1 frame counts, and where its pages disagree.

Hold F to block and press Q to dash. To stand up early from a knockdown, dash sideways or backwards while you lie ragdolled: that is the ragdoll cancel, which players also call "evasive". A knockdown keeps you helpless for 2 seconds, and a cancel gets you moving before those 2 seconds run out.

Every number below is read from the community wiki as it stood on 24 October 2026, then organised by us. Where two wiki pages disagree, the text says so. The wiki's Updates page stops at 17 May 2026, so treat every figure as last documented, not guaranteed today.

Controls and cooldowns

The official Roblox description gives the core keys: Left Click punches, F blocks, Q dashes, and Q while ragdolled is the ragdoll cancel or evasive. Double-tapping W runs, and B opens the emote wheel. The wiki's Basic Combat page adds the dash details.

DashPCMobileConsoleCooldownRange
Forward DashW + QWalk forward + Dash buttonUp, walk forward + Y5 seconds, shared with Back Dash4.5 tiles
Back DashS + QWalk backwards + Dash buttonDown (walk backwards) + Y5 seconds, shared with Forward Dash4.5 tiles
Side DashA/D + QWalk right/left + Dash buttonForward/Backward (walk right/left respectively) + Y2 secondsroughly 3 tiles

"Shared" means using one starts the cooldown on both. A tile is the wiki's own unit, measured from a square tile at the centre of the public-server map, and the wiki admits the real size of a tile is unknown.

Three settings change how these inputs feel. Directional Dash, a mobile setting, makes dashes follow where you are moving instead of where you are looking. The mobile Uppercut Button and Downslam Button each work after 3 melee attacks. M1 Mode lets everyone pick HOLD (keep the button down to continue the string) or TAP (press again for each hit).

The M1 string

Holding M1 gives a continuous combo of up to four hits. If the final hit connects, the target is guaranteed to ragdoll. The full string deals 14% in total (3% + 3% + 4% + 4%). Brutal Demon's own page lists its M1 at 15%, so the generic number is not universal.

You can swap the fourth hit for something else by pressing the right keys at the right moment. The two swaps the wiki names are the mini uppercut and the downslam, and the community's combo notation (3m1, mini uppercut, downslam) leans on both constantly.

How fast the first hit comes out depends on the character. Startup frames listed on the character pages:

CharacterM1 startup
Wild Psychic9 frames
The Strongest Hero11 frames
Hero Hunter12 frames
Martial Artist12 frames
Destructive Cyborg13 frames
Brutal Demon13 frames
Undying Hero13 frames (axe string), 12 frames (pistol string)
Tech Prodigy14 frames
Deadly Ninja15 frames
Blade Master15 frames

Hero Hunter (Monster Form), Sorcerer and KJ have no startup number on their pages. Each full character sheet is on the characters page.

One more M1 fact: after throwing an M1 you briefly cannot block. The wiki's sentence about how long is garbled. It mentions "your evasive for 0.2 seconds" and says the period varies with your current M1, but it never states a clean number, so don't build timing on it.

Blocking with F

Holding F raises your guard. You block normal attacks and certain special moves coming from a 180-degree arc in front of you. Your movement speed drops sharply and you can't do anything else while guarding.

Some attacks go straight through. The wiki says guard-breaking attacks "include, but are not limited to" Normal Punch (up close), Shove, Uppercut, Flowing Water and Hunter's Grasp.

Blocking a move also pays off, because several attacks leave the user stunned when they miss or get blocked. The wiki's examples are Destructive Cyborg's Machine Gun Blows, Blade Master's Quick Slice, Wild Psychic's Expulsive Push, Brutal Demon's Beatdown, and a missed 4th M1 on any character. Hitting someone during that stun is a true punish. Taking any damage stuns you in turn: you can't use moves, counters, WASD movement, dashes or block until it ends.

Perfect blocks, Critical Hits and Black Flash

Time your block perfectly against an M1 and the wiki calls it a flawless block, marked by a faint sound. Your next basic attack becomes a Critical Hit.

EventWhat the wiki says
Critical HitTriple damage (3x a normal M1) with a shattering sound. The state lasts until you are knocked back into ragdoll.
Black FlashA perfect block made right after a Critical Hit, with no knockback in between. Twice a Critical Hit, so six times a normal M1.
Black Flash on a mini uppercut or downslam24% in a single hit
Black Flash windowAbout 4 seconds after the Critical Hit

You can only chain 2 Black Flashes under normal conditions. Three or more needs a higher Attack Speed Multiplier from the Private Server+ gamepass. Both Critical Hits and Black Flashes work only on players. Training dummies give nothing, though the effect can be passed to a dummy after you perfect-block a player. If you land another attack before the second Critical Hit, the Black Flash won't trigger.

Two characters bend the rules. KJ's Black Flash+ passive replaces every Critical Hit with a Black Flash but drops the multiplier from 6x to 4.5x. Sorcerer's last M1 turns into a Black Flash automatically while Infinity is active, and its M1 string reads 6% + 6% + 8% + 96%.

Dashing in detail

Forward Dash is processed by the server. The wiki's example: at 150 ms latency, a forward dash starts moving after 0.15 seconds, while side and back dashes start instantly on your screen. If the dash strikes a player or dummy shortly after it begins, it stops and launches an attack worth 4%. From extremely close range it skips the combo, knocks the target back and deals 5.3%. It can't be used to evade while you are ragdolled.

Back Dash is two backward rolls, and you have armor during both except for a brief gap between them. It is client-side.

Side Dash is also client-side, and it covers less distance the lower your health is (the wiki says the relationship is linear). Deadly Ninja is the only character with special side dashes, available after a finisher or during the awakening. Basic Combat says Deadly Ninja is the only character with special side dashes, but the Tech Prodigy page also lists a special side dash for its Iron Giant mech.

Two small universal techs build on dashes. Backdash Cancel: back dash, then use a move immediately, and the move replaces the rest of the dash. Micro Dash: side dash and use a move right away to shorten and speed up the dash (punching doesn't cancel it).

Ragdoll cancel and evasive

The wiki's combat terms page treats the two words as one thing: using your Ragdoll Cancel.

Ragdoll is applied at the end of most attacks and M1 combos. You can't act for 2 seconds, but you can stand early with a side dash or back dash while on the ground. That is the whole technique. On PC that means A, D or S plus Q.

What stops it from working:

  • Stun immunity is short. Players get 0.5 seconds of stun immunity when they recover from ragdoll. A forward dash can bypass it, which is exactly what the Stun Negation tech does.
  • Roll is different. Roll is a forced rolling animation caused by certain attacks. Unlike ragdoll, evasive can't be used during it, with notable exceptions: Brutal Beatdown, Pinpoint Cut and Uppercut.
  • Roll clash. If a roll-causing attack hits you while you are already rolling, the rolls clash and you ragdoll for about 3 seconds. You can't be put into a roll from a Forward Dash during that ragdoll.
  • Denial techs. True Downslam (2 M1s, jump, 3rd M1 during the jump, then downslam) removes the cancel because the 3rd M1 stun ends after the downslam and you can't dash during M1 stun. DMG Chip also stops the cancel, and Brutal Demon's Versatile Slam launches the opponent so they can't break away.
  • Short ragdolls. Some moves change the timer. Pinpoint Cut ragdolls on block instead of rolling, with a much shorter ragdoll time.

The wiki's notes add that you can punish with your own cancel by dashing behind the opponent. The Divine Wheel accessory (10,000 kills, see the accessories table) rotates and plays a sound whenever its wearer ragdoll cancels, dies, emotes or awakens.

One thing the wiki doesn't say is whether a ragdoll cancel shares the normal dash cooldown. Since it is a side or back dash, 2 and 5 seconds are the numbers to assume, but that is our reading, not a wiki statement.

Wall combo inputs

Near a wall, a tree or a trash can, land a 4th M1, a downslam or an uppercut, then forward dash after about 0.2 seconds. Each character has a unique wall combo. Basic Combat says they all deal 12% and carry a 5 second cooldown. The character pages, such as The Strongest Hero, give per-character numbers, and those do not all match the 12%: Tech Prodigy's is listed at 14%, KJ's at 32%, and Sorcerer's kills outright.

Where the wiki contradicts itself

  • Wall combo cooldown: 5 seconds on Basic Combat, "~6 seconds" on most character pages, "~4 Seconds" on KJ's.
  • M1 damage: 14% on Basic Combat, 15% on Brutal Demon's page.
  • The block lockout after an M1: the sentence is garbled (see above).
  • A line under the Side Dash entry says it "prevents you from executing a back roll". The wiki never explains what that means.

FAQ

What is a ragdoll cancel in TSB?

It is standing up early from a knockdown. Ragdoll normally lasts 2 seconds, and you can cancel it by performing a side dash or back dash while on the ground. The Roblox game description puts it as pressing Q while ragdolled.

Is evasive the same as ragdoll cancel?

Yes. The wiki's combat terms page lists "Ragdoll Cancel" and "Evasive" together and defines both as using your Ragdoll Cancel.

How do you block in The Strongest Battlegrounds?

Hold F. You block from a 180-degree arc in front of you, move much more slowly and can't do anything else. Normal Punch (up close), Shove, Uppercut, Flowing Water and Hunter's Grasp break the guard.

How do you dash on mobile?

Walk in the direction you want and press the Dash button: forward for a forward dash, backwards for a back dash, left or right for a side dash. The Directional Dash setting makes dashes follow your movement instead of your camera.

What does a Black Flash do?

It is a perfect block made right after a Critical Hit. It deals twice a Critical Hit, which the wiki puts at six times a normal M1, and 24% in a single hit on a mini uppercut or downslam. Normally you can chain only 2.

How long is the ragdoll in TSB?

2 seconds. After you recover you get 0.5 seconds of stun immunity, and a roll clash ragdoll lasts about 3 seconds.

Sources

  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Basic_Combat
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Community_Combat_Terms
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Techniques
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Settings
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Cosmetics
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/KJ
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Sorcerer
  • https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Brutal_Demon
  • Character pages for M1 startup frames, for example https://the-strongest-battlegrounds-rblx.fandom.com/wiki/Wild_Psychic and https://the-strongest-battlegrounds-rblx.fandom.com/wiki/The_Strongest_Hero

Key Takeaways

  • Every character has 4 base moves and 4 more once awakened; the meter fills with damage dealt (350 for most).
  • Free characters need no kills: kills unlock accessories, capes, auras and emotes.
  • Kills in private servers do not count; a finisher is worth 2 kills.
  • The wiki documents no redeem codes; what people search as codes are Roblox IDs.