Bloxodes

All 176 Techniques in The Strongest Battlegrounds

Updated on (7 days ago)

Techniques are the unofficial curriculum of The Strongest Battlegrounds: community-discovered sub-attacks that bend physics, hitboxes, and move timings into combo extenders, M1 resets, and escapes the developers never wrote down. Every serious player runs on them, and the gap between knowing your kit's moves and knowing its techs is the gap between playing and winning.

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Showing 97 of 176 items.

Character

Universal Techs

17 items

The character-agnostic foundation: dash cancels, shove timings, and ragdoll manipulation that work on every kit.

Uppercut Dash

Forward dash in a loop right after a mini uppercut so the target rolls into empty air and takes almost no knockback, leaving a side dash extension open.

How to perform
To perform the "Uppercut Dash" Technique you need to 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.

Upside Down Ragdoll

Downslam someone the instant they rise from ragdoll and their torso over-rotates onto their head, with a hitbox that lets ground moves connect.

How to perform
To perform the Upside Down Ragdoll tech you need to downslam someone IMMEDIATELY when they get up.

Uppercut Jump

Three M1s, jump, then an instant uppercut opens a window to use grounded-only moves in midair or change how a move lands.

How to perform
To perform this, do 3 m1s, jump, then immediately uppercut.

Uppercut Flick

The easy version of Uppercut Dash: mini uppercut, then loop a forward dash to clip the target as they float.

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

Stun Negation

A forward dash timed to the exact frame someone rises from ragdoll, punching through their usual no-stun window.

Delayed M1s

Deliberately slowing your M1 string to buy cooldown time mid-combo, trading rhythm for a refreshed dash or move.

M1 Shove

An M1 timed to shove the opponent for repositioning or a sliver of extra damage.

Backdash Cancel

Fire a move mid-backdash to cancel it into a surprise attack.

Aerial Backdash Cancel

The airborne version of the backdash cancel, stretching its range with a jump.

Wall Extend

A wall-assisted inescapable combo loop whose strength depends on the character used.

Ground Punch

Ragdoll the opponent, wait a beat, then start an M1 string as they rise to knock them straight back down.

How to perform
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.

DMG Chip

A mini uppercut woven into dashes that stuns players while they are still mid-ragdoll.

Micro Dash

Side dash and immediately use a move: the dash cuts short, moving you a sliver of the distance at full speed.

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

Headwalk

After a mini uppercut, walk onto the opponent's head to keep the combo running from above.

True Downslam

True Downslam

Downslam off the third M1's stun so the opponent cannot ragdoll cancel out of it.

Trashy Escape Plan

Trashy Escape Plan

A movement meme: jump and side dash at a trashcan sideways with shiftlock off to get launched.

Bench-Jump

Bench-Jump

Climb a bench's backrest and jump for extra height, the game's most law-abiding movement tech.

ImageNameDescriptionHow to perform
Uppercut DashForward dash in a loop right after a mini uppercut so the target rolls into empty air and takes almost no knockback, leaving a side dash extension open.To perform the "Uppercut Dash" Technique you need to 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.
Upside Down RagdollDownslam someone the instant they rise from ragdoll and their torso over-rotates onto their head, with a hitbox that lets ground moves connect.To perform the Upside Down Ragdoll tech you need to downslam someone IMMEDIATELY when they get up.
Uppercut JumpThree M1s, jump, then an instant uppercut opens a window to use grounded-only moves in midair or change how a move lands.To perform this, do 3 m1s, jump, then immediately uppercut.
Uppercut FlickThe easy version of Uppercut Dash: mini uppercut, then loop a forward dash to clip the target as they float.First, mini uppercut your target and immediately forward dash in a loop to hit the forward dash as the player falls down.
Stun NegationA forward dash timed to the exact frame someone rises from ragdoll, punching through their usual no-stun window.-
Delayed M1sDeliberately slowing your M1 string to buy cooldown time mid-combo, trading rhythm for a refreshed dash or move.-
M1 ShoveAn M1 timed to shove the opponent for repositioning or a sliver of extra damage.-
Backdash CancelFire a move mid-backdash to cancel it into a surprise attack.-
Aerial Backdash CancelThe airborne version of the backdash cancel, stretching its range with a jump.-
Wall ExtendA wall-assisted inescapable combo loop whose strength depends on the character used.-
Ground PunchRagdoll the opponent, wait a beat, then start an M1 string as they rise to knock them straight back down.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.
DMG ChipA mini uppercut woven into dashes that stuns players while they are still mid-ragdoll.-
Micro DashSide dash and immediately use a move: the dash cuts short, moving you a sliver of the distance at full speed.Side dash, and immediately use a move. Punching does not work because it will not cancel the dash.
HeadwalkAfter a mini uppercut, walk onto the opponent's head to keep the combo running from above.-
True Downslam
True DownslamDownslam off the third M1's stun so the opponent cannot ragdoll cancel out of it.-
Trashy Escape Plan
Trashy Escape PlanA movement meme: jump and side dash at a trashcan sideways with shiftlock off to get launched.-
Bench-Jump
Bench-JumpClimb a bench's backrest and jump for extra height, the game's most law-abiding movement tech.-

Character

The Strongest Hero

13 items

Ragdoll Shove

Three M1s, shove, then an instant M1: the ragdolled opponent eats fall damage on the way down.

How to perform
To perform the Ragdoll Shove Tech, you need to do: 3m1 + shove + m1 right after.

Double Downslam

Downslam, punch string, then a second downslam before the opponent recovers.

Tactical Yeet

Uppercut into a roll applied on an already-rolling opponent, launching them absurd distances.

Kick

A shove buried right after the fourth M1: a damage-free Ragdoll Shove used purely for style points.

How to perform
You need to side dash to your opponent and do shove quickly after the 4th m1

Makaku

Shove then instant M1 (only after 0 to 2 M1s), keeping the opponent standing for a fresh string.

How to perform
After the move shove, you need to immediately M1. Keep in mind that this only works after 0, 1, or 2 M1s into shove, otherwise you will just do the ragdoll shove tech. Also if you use Consecutive Punches right before Sho

Shove Dash

Shove, instant M1, step back, then forward dash: a bait-and-punish rhythm tech.

How to perform
After using the move shove, m1 right away. After that, back away for a bit, then forward dash. {{WdsTooltips |toggle = {} |content = Make sure the M1 you use after the shove is the 1st, 2nd, or 3rd M1. Otherwise, it'll j

Ragdoll Shove Dash

A Ragdoll Shove finished with an instant forward dash so the knockback carries the fall damage further.

How to perform
To perform the ragdoll shove Dash, you need to: 3m1 + shove + m1 right after + Instant forward dash

Uppercut Strike

An input timing that makes your follow-up hit land far faster after the Uppercut move.

Double Shove Downslam

Chains the Ragdoll Shove into the Double Downslam for one extended beating.

Shove Uppercut

A shove placement that buys one extra M1 and a second combo extender in the same string.

Headwalk Uppercut

A flair-only uppercut off a headwalk that launches the opponent further than normal.

Uppercut Shove Tech

Uppercut Shove Tech

An M1 reset built around Uppercut plus shove for extra damage.

Shove Upper Extender

Three M1s, shove, then a held-jump mini uppercut: an Uppercut Dash with a shove's damage baked in.

How to perform
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 co
ImageNameDescriptionHow to perform
Ragdoll ShoveThree M1s, shove, then an instant M1: the ragdolled opponent eats fall damage on the way down.To perform the Ragdoll Shove Tech, you need to do: 3m1 + shove + m1 right after.
Double DownslamDownslam, punch string, then a second downslam before the opponent recovers.-
Tactical YeetUppercut into a roll applied on an already-rolling opponent, launching them absurd distances.-
KickA shove buried right after the fourth M1: a damage-free Ragdoll Shove used purely for style points.You need to side dash to your opponent and do shove quickly after the 4th m1
MakakuShove then instant M1 (only after 0 to 2 M1s), keeping the opponent standing for a fresh string.After the move shove, you need to immediately M1. Keep in mind that this only works after 0, 1, or 2 M1s into shove, otherwise you will just do the ragdoll shove tech. Also if you use Consecutive Punches right before Sho
Shove DashShove, instant M1, step back, then forward dash: a bait-and-punish rhythm tech.After using the move shove, m1 right away. After that, back away for a bit, then forward dash. {{WdsTooltips |toggle = {} |content = Make sure the M1 you use after the shove is the 1st, 2nd, or 3rd M1. Otherwise, it'll j
Ragdoll Shove DashA Ragdoll Shove finished with an instant forward dash so the knockback carries the fall damage further.To perform the ragdoll shove Dash, you need to: 3m1 + shove + m1 right after + Instant forward dash
Uppercut StrikeAn input timing that makes your follow-up hit land far faster after the Uppercut move.-
Double Shove DownslamChains the Ragdoll Shove into the Double Downslam for one extended beating.-
Shove UppercutA shove placement that buys one extra M1 and a second combo extender in the same string.-
Headwalk UppercutA flair-only uppercut off a headwalk that launches the opponent further than normal.-
Uppercut Shove Tech
Uppercut Shove TechAn M1 reset built around Uppercut plus shove for extra damage.-
Shove Upper ExtenderThree M1s, shove, then a held-jump mini uppercut: an Uppercut Dash with a shove's damage baked in.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 co

Character

Hero Hunter

18 items

Twisted Dash

A forward dash the frame the fourth M1 lands, cutting the opponent's knockback so the combo continues.

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

Surf Tech

Three M1s, turn around mid Hunter's Grasp, and hold forward: the grasp carries you surfing along with the target.

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

Lethal Dash Extender

Loop a forward dash immediately after Lethal Whirlwind Stream to catch the target before they escape.

How to perform
Right after using Lethal Whirlwind Stream, forward dash in a circle to hit your forward dash as EARLY AS POSSIBLE, when you land your dash, they should take less knockback and be within side dash reach to combo extend.

Whirlwind flick-dash

The flick-input version of the Whirlwind dash: same extension, simpler motion.

Kyoto

Side dash the instant Flowing Water ends to sweep the target into Lethal Whirlwind Stream.

How to perform
To perform the Kyoto tech, you need to side dash or backdash cancel ASAP after flowing water to catch them with Lethal Whirlwind Stream.
Reverse Kyoto

Reverse Kyoto

Land Lethal Whirlwind on an airborne ragdolled target to reverse the Kyoto sequence.

Skyoto

An easier aerial entry into Kyoto that works even on descending targets.

Countering a Counter

Backdash during the tiny window before Prey's Peril ragdolls you to dodge the counter and punish it.

How to perform
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). Note that you can also use unblockable mov

Uppercut Grasp

Three M1s, jump, mini uppercut, then Hunter's Grasp: the fastest reliable grasp confirm.

How to perform
To perform this tech you need to do 3 M1s + jump + mini uppercut + hunter's grasp.

Grasp Punch

A punch timed to freeze an opponent's knockback mid-flight from Hunter's Grasp.

Webby Smash

Bounce Lethal Whirlwind Stream off a fence or wall to throw the target at an unexpected angle.

Curve Dash

Four M1s, side dash behind the falling opponent, then an ability from the blind side.

Peril Twist

Turn around during Prey's Peril's final punch so the knockback lands where your combo continues.

Flowing Dash

Zigzag a forward dash the moment Flowing Water ends to keep the M1 string alive.

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

Samdak Grasp

A timing that fits Hunter's Grasp in after a string it normally cannot follow.

Hamster Wheel

Hamster Wheel

A ping-dependent Kyoto shortcut that only really lands on high-latency opponents.

Water Stream True Extender

A true extender off Water Stream Cutting Fist that opens guaranteed follow-up combos.

Swirl Tech

Kyoto in reverse: Lethal Whirlwind first, then Flowing Water as they drop.

ImageNameDescriptionHow to perform
Twisted DashA forward dash the frame the fourth M1 lands, cutting the opponent's knockback so the combo continues.To perform the twisted dash, you need to land the forward dash ASAP. Sometimes (almost always) you need to go backward a little bit before dashing
Surf TechThree M1s, turn around mid Hunter's Grasp, and hold forward: the grasp carries you surfing along with the target.Perform 3 M1s turn around while doing Hunter's Grasp and hold the W key.
Lethal Dash ExtenderLoop a forward dash immediately after Lethal Whirlwind Stream to catch the target before they escape.Right after using Lethal Whirlwind Stream, forward dash in a circle to hit your forward dash as EARLY AS POSSIBLE, when you land your dash, they should take less knockback and be within side dash reach to combo extend.
Whirlwind flick-dashThe flick-input version of the Whirlwind dash: same extension, simpler motion.-
KyotoSide dash the instant Flowing Water ends to sweep the target into Lethal Whirlwind Stream.To perform the Kyoto tech, you need to side dash or backdash cancel ASAP after flowing water to catch them with Lethal Whirlwind Stream.
Reverse Kyoto
Reverse KyotoLand Lethal Whirlwind on an airborne ragdolled target to reverse the Kyoto sequence.-
SkyotoAn easier aerial entry into Kyoto that works even on descending targets.-
Countering a CounterBackdash during the tiny window before Prey's Peril ragdolls you to dodge the counter and punish it.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). Note that you can also use unblockable mov
Uppercut GraspThree M1s, jump, mini uppercut, then Hunter's Grasp: the fastest reliable grasp confirm.To perform this tech you need to do 3 M1s + jump + mini uppercut + hunter's grasp.
Grasp PunchA punch timed to freeze an opponent's knockback mid-flight from Hunter's Grasp.-
Webby SmashBounce Lethal Whirlwind Stream off a fence or wall to throw the target at an unexpected angle.-
Curve DashFour M1s, side dash behind the falling opponent, then an ability from the blind side.-
Peril TwistTurn around during Prey's Peril's final punch so the knockback lands where your combo continues.-
Flowing DashZigzag a forward dash the moment Flowing Water ends to keep the M1 string alive.After the final hit of flowing water front dash ASAP in a zigzag.
Samdak GraspA timing that fits Hunter's Grasp in after a string it normally cannot follow.-
Hamster Wheel
Hamster WheelA ping-dependent Kyoto shortcut that only really lands on high-latency opponents.-
Water Stream True ExtenderA true extender off Water Stream Cutting Fist that opens guaranteed follow-up combos.-
Swirl TechKyoto in reverse: Lethal Whirlwind first, then Flowing Water as they drop.-

Character

Monster Form

12 items
Monster brr brr patapim

Monster brr brr patapim

A Monster Form sequence tech named after the meme, chaining form moves into a loop.

Whirl Dive

Whirl Dive

Doom Dive canceled straight into Crimson Whirl with no recovery gap.

Crowd Buster M1 Reset

A Monster Form M1 reset discovered off Crowd Buster's recovery.

Lore Tech / Lore Combo

Lore Tech / Lore Combo

Monster Form's parallel to the Lethal Whirlwind extension, run through its own kit.

Regressor Tech / Binding Cloth M1 Reset

Regressor Tech / Binding Cloth M1 Reset

Binding Cloth into a small loop dash for an instant M1 reset.

Instant Binding Tech

Instant Binding Tech

An instant M1 extension straight out of Binding Cloth.

Doom Hammer Heel Technique

Doom Hammer Heel Technique

A Monster Form link from Hammer Heel into a continued combo.

Wrathful Beatdown

Wrathful Beatdown

An extended Monster Form beatdown string built from its core moves.

Crimson Wheel Launcher

Crimson Wheel Launcher

Hammer Heel aimed 45 degrees upward converts into a launcher without losing damage.

How to perform
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.
Weaving Cloth Combo

Weaving Cloth Combo

Uppercut, jump, Binding Cloth, then weave M1s while the cloth holds them.

How to perform
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. *see here if they use evasive* After the
Binding Dive

Binding Dive

Position Doom Dive's third hit short of the target so the landing combos instead of scattering.

How to perform
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 Cl
Crimson Whirl Is Overrated

Crimson Whirl Is Overrated

Face 70 to 90 degrees off-target during Hammer Wheel so the forward dash connects cleanly after.

How to perform
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
ImageNameDescriptionHow to perform
Monster brr brr patapim
Monster brr brr patapimA Monster Form sequence tech named after the meme, chaining form moves into a loop.-
Whirl Dive
Whirl DiveDoom Dive canceled straight into Crimson Whirl with no recovery gap.-
Crowd Buster M1 ResetA Monster Form M1 reset discovered off Crowd Buster's recovery.-
Lore Tech / Lore Combo
Lore Tech / Lore ComboMonster Form's parallel to the Lethal Whirlwind extension, run through its own kit.-
Regressor Tech / Binding Cloth M1 Reset
Regressor Tech / Binding Cloth M1 ResetBinding Cloth into a small loop dash for an instant M1 reset.-
Instant Binding Tech
Instant Binding TechAn instant M1 extension straight out of Binding Cloth.-
Doom Hammer Heel Technique
Doom Hammer Heel TechniqueA Monster Form link from Hammer Heel into a continued combo.-
Wrathful Beatdown
Wrathful BeatdownAn extended Monster Form beatdown string built from its core moves.-
Crimson Wheel Launcher
Crimson Wheel LauncherHammer Heel aimed 45 degrees upward converts into a launcher without losing damage.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.
Weaving Cloth Combo
Weaving Cloth ComboUppercut, jump, Binding Cloth, then weave M1s while the cloth holds them.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. *see here if they use evasive* After the
Binding Dive
Binding DivePosition Doom Dive's third hit short of the target so the landing combos instead of scattering.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 Cl
Crimson Whirl Is Overrated
Crimson Whirl Is OverratedFace 70 to 90 degrees off-target during Hammer Wheel so the forward dash connects cleanly after.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

Character

Destructive Cyborg

11 items

Ignition Dash

Turn around mid Ignition Burst so both its startup and finisher hits land on the same target.

26.5% Ignition M1 Reset

26.5% Ignition M1 Reset

An Ignition Dash adjusted into a full M1 reset at a stated 26.5 percent success rate.

Coward Catcher

Hold M1 through Ignition Burst to snag opponents who run from the wind-up; strictly situational.

How to perform
Very simple, just hold m1 while doing Ignition Burst like the 's Shove Dash tech.

Explosive Shot Blitz

An M1 extension threaded off Blitz Shot's knockback.

Air Burst

An Ignition Dash with a mini uppercut mixed in, catching targets at air height.

Air Burst Extend

The Air Burst variant that skips the finisher hit so the M1 string keeps going.

Ignition Blitz

Blitz Shot into Ignition Burst as a two-move extension.

Ignition Burst Wall Boost

Complex movement that rides Ignition Burst up walls for absurd vertical distance.

Wall Combo Bug

A glitch: spam the fourth move after your fourth M1 and forward dash on its startup to wall-combo mid-skill.

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

Heavens Rhythm

Ignition Burst on a ragdolled or blocking player, followed instantly, to keep them locked in the rhythm.

How to perform
To perform 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). This will ragdoll the player out of the roll which c

Uppercut Flick 2: The Sequel

An angled-camera version of the Uppercut Flick built for this kit's dashes.

How to perform
To perform Uppercut Flick 2: The Sequel (or UF2 for short), 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
ImageNameDescriptionHow to perform
Ignition DashTurn around mid Ignition Burst so both its startup and finisher hits land on the same target.-
26.5% Ignition M1 Reset
26.5% Ignition M1 ResetAn Ignition Dash adjusted into a full M1 reset at a stated 26.5 percent success rate.-
Coward CatcherHold M1 through Ignition Burst to snag opponents who run from the wind-up; strictly situational.Very simple, just hold m1 while doing Ignition Burst like the 's Shove Dash tech.
Explosive Shot BlitzAn M1 extension threaded off Blitz Shot's knockback.-
Air BurstAn Ignition Dash with a mini uppercut mixed in, catching targets at air height.-
Air Burst ExtendThe Air Burst variant that skips the finisher hit so the M1 string keeps going.-
Ignition BlitzBlitz Shot into Ignition Burst as a two-move extension.-
Ignition Burst Wall BoostComplex movement that rides Ignition Burst up walls for absurd vertical distance.-
Wall Combo BugA glitch: spam the fourth move after your fourth M1 and forward dash on its startup to wall-combo mid-skill.You need to spam the 4 move after the fourth m1, and once the startup plays, forward dash.
Heavens Rhythm
Heavens RhythmIgnition Burst on a ragdolled or blocking player, followed instantly, to keep them locked in the rhythm.To perform 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). This will ragdoll the player out of the roll which c
Uppercut Flick 2: The SequelAn angled-camera version of the Uppercut Flick built for this kit's dashes.To perform Uppercut Flick 2: The Sequel (or UF2 for short), 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

Character

Deadly Ninja

11 items

Fourfold Rebound

Dash timing off Fourfold Flashstrike that reopens the M1 string.

The Flash Strike Tech

Force a roll, jump, Flash Strike, then side dash to meet the target on the other side.

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

Explosive Flash Strike

Four M1s into an instant Explosive Shuriken, then Flash Strike to chase the knockback.

How to perform
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
Shuri Scatter

Shuri Scatter

Three M1s, mini uppercut, then Explosive Shuriken at body height with Scatter as the follow-up.

How to perform
Preform 3 M1 into a mini uppercut. Once they opponent is around body level use Explosive Shuriken, and then immediately use Scatter. This will catch them mid-air in your Scatter, or depending on your timing will catch th
ALL UR HP R BELONG TO ME

ALL UR HP R BELONG TO ME

Four advancing M1s into a gap-close that claims most of the health bar when the spacing lands.

How to perform
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 th

Flash Dunk

Cause a roll, then dunk them out of the air with a timed follow-up before the roll ends.

How to perform
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 i

Explosive Elevation Roll

Knock the opponent into ragdoll below you and the elevation difference converts into a rolling state you can chase.

How to perform
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
Shuriken Fling Grab

Shuriken Fling Grab

An air-variant shuriken caught into a grab for the extension.

Whirlwind Slam

Whirlwind Slam

An Upside Down Ragdoll cousin executed through this kit's slam.

Super Cool Tech to Amaze Your Friends However it's Pretty...

An air-shuriken experiment that became a legitimate extension, name and all.

Coward catcher Deadly Ninja variant

Coward catcher Deadly Ninja variant

The kit's Coward Catcher variant for punishing runners.

ImageNameDescriptionHow to perform
Fourfold ReboundDash timing off Fourfold Flashstrike that reopens the M1 string.-
The Flash Strike TechForce a roll, jump, Flash Strike, then side dash to meet the target on the other side.Make your opponent go in a rolling state, then jump, use Flash Strike and side dash to catch your opponent.
Explosive Flash StrikeFour M1s into an instant Explosive Shuriken, then Flash Strike to chase the knockback.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
Shuri Scatter
Shuri ScatterThree M1s, mini uppercut, then Explosive Shuriken at body height with Scatter as the follow-up.Preform 3 M1 into a mini uppercut. Once they opponent is around body level use Explosive Shuriken, and then immediately use Scatter. This will catch them mid-air in your Scatter, or depending on your timing will catch th
ALL UR HP R BELONG TO ME
ALL UR HP R BELONG TO MEFour advancing M1s into a gap-close that claims most of the health bar when the spacing lands.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 th
Flash DunkCause a roll, then dunk them out of the air with a timed follow-up before the roll ends.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 i
Explosive Elevation RollKnock the opponent into ragdoll below you and the elevation difference converts into a rolling state you can chase.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
Shuriken Fling Grab
Shuriken Fling GrabAn air-variant shuriken caught into a grab for the extension.-
Whirlwind Slam
Whirlwind SlamAn Upside Down Ragdoll cousin executed through this kit's slam.-
Super Cool Tech to Amaze Your Friends However it's Pretty...An air-shuriken experiment that became a legitimate extension, name and all.-
Coward catcher Deadly Ninja variant
Coward catcher Deadly Ninja variantThe kit's Coward Catcher variant for punishing runners.-

Character

Brutal Demon

15 items
Homerun Loop

Homerun Loop

An M1 extension after a non-airborne Homerun.

Versatile Slam

Grand Slam spaced so its landing hit meets the target exactly as they recover.

Foul Ball Rebound

Foul Ball's rock used as a knockback tool that tees up either extension route.

Foul Homerun

Foul Homerun

An input that makes Foul Ball into Homerun a guaranteed true link.

Batter's Pitch

Angling Foul Ball upward rides gravity to throw the rock much further than normal.

Foul Spinback

A release timing that widens Foul Ball's effective rock hitbox.

Chicken Jockey

Ragdoll via four M1s, then mount for the ride-along beatdown the name promises.

Inescapable Grab

A grab setup that lands guaranteed damage even through the Evasive ability.

Stay Down

Stay Down

Uses the kit's final M1 as a downslam substitute, minus the escape window a real downslam grants.

Foul Play

A Foul Ball follow-up window that converts the rock hit into pressure.

Unstoppable Homerun

A Homerun timing variant for keeping the bat pressure unbroken.

World WACKIEST Wall Extend!

Grand Slam into an instant dash at a wall for a wall-combo extension.

Foul Extend

Foul Extend

Foul Ball, instant side dash, then Beatdown before the target settles.

Homerun Extend

Homerun Extend

Homerun, side dash, then Grand Slam to keep swinging.

Slow-Mo Foul

Slow-Mo Foul

Hold the third M1 into a no-leap Foul Ball for a slow-motion true link.

ImageNameDescriptionHow to perform
Homerun Loop
Homerun LoopAn M1 extension after a non-airborne Homerun.-
Versatile SlamGrand Slam spaced so its landing hit meets the target exactly as they recover.-
Foul Ball ReboundFoul Ball's rock used as a knockback tool that tees up either extension route.-
Foul Homerun
Foul HomerunAn input that makes Foul Ball into Homerun a guaranteed true link.-
Batter's PitchAngling Foul Ball upward rides gravity to throw the rock much further than normal.-
Foul SpinbackA release timing that widens Foul Ball's effective rock hitbox.-
Chicken JockeyRagdoll via four M1s, then mount for the ride-along beatdown the name promises.-
Inescapable GrabA grab setup that lands guaranteed damage even through the Evasive ability.-
Stay Down
Stay DownUses the kit's final M1 as a downslam substitute, minus the escape window a real downslam grants.-
Foul PlayA Foul Ball follow-up window that converts the rock hit into pressure.-
Unstoppable HomerunA Homerun timing variant for keeping the bat pressure unbroken.-
World WACKIEST Wall Extend!Grand Slam into an instant dash at a wall for a wall-combo extension.-
Foul Extend
Foul ExtendFoul Ball, instant side dash, then Beatdown before the target settles.-
Homerun Extend
Homerun ExtendHomerun, side dash, then Grand Slam to keep swinging.-
Slow-Mo Foul
Slow-Mo FoulHold the third M1 into a no-leap Foul Ball for a slow-motion true link.-

What a tech actually is

A tech exploits how moves interact: a dash canceled at the right frame, a slam timed to a wake-up, an uppercut that rolls the target into empty air. Most exist to do one of three jobs: extend a combo past its natural end, reset your M1 string for another full round, or punish something normally safe. The universal set works on every character; everything else belongs to a specific kit.

Learning order

  • Start with the universal trio: Uppercut Dash, M1 Shove, and Delayed M1s. They underpin half the character-specific techs.
  • Learn your main's extenders before its style techs; damage from a reliable extension beats any flashy fling.
  • Practice on dummies for timing-based resets; several are documented as dummy-verified, which makes them ideal training targets.

Credits and history

Techs are player discoveries, and the community records who found what; several entries carry their discoverer's name as part of the lore. The removed section preserves patched classics like the seven-M1 extend, worth knowing both as history and because patched mechanics have a habit of returning in new forms.

Techs closed by patches, from the seven-M1 extend down. Kept as history and as a map of what the developers considered too strong.

FAQ

Q.

Are techniques cheating?

No. Techs are community-discovered interactions within the game's own mechanics, documented openly and used at every level of play. Patched entries show the developers trim the ones they consider too strong.

Q.

Which techniques should beginners learn first?

The universal set: Uppercut Dash for combo extension, M1 Shove for spacing, and Delayed M1s for cooldown management. They work on every character and underpin most kit-specific techs.

Q.

What is an M1 reset?

A sequence that lets you start a fresh M1 string on an opponent who should have escaped, usually by manipulating ragdoll or landing states. Resets are the highest-value tech category because they multiply full combos.

Q.

Do techs still work after updates?

Most survive, but patches close the strongest ones; the removed section lists the casualties. When an update lands, the community usually re-verifies popular techs within days.

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