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
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
Downslam off the third M1's stun so the opponent cannot ragdoll cancel out of it.
Trashy Escape Plan
A movement meme: jump and side dash at a trashcan sideways with shiftlock off to get launched.
Bench-Jump
Climb a bench's backrest and jump for extra height, the game's most law-abiding movement tech.
| Image | Name | Description | How to perform |
|---|---|---|---|
| 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. | 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. | 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. | 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. | 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. | 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. | 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. | - |
Character
The Strongest Hero
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
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
| Image | Name | Description | How to perform |
|---|---|---|---|
| Ragdoll Shove | Three 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 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. | 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. | 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. | 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. | 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. | 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
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
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
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.
| Image | Name | Description | How to perform |
|---|---|---|---|
| Twisted Dash | A 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 Tech | Three 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 Extender | Loop 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-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. | 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. | 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. | 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. | 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. | - |
Character
Monster Form
Monster brr brr patapim
A Monster Form sequence tech named after the meme, chaining form moves into a loop.
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
Monster Form's parallel to the Lethal Whirlwind extension, run through its own kit.
Regressor Tech / Binding Cloth M1 Reset
Binding Cloth into a small loop dash for an instant M1 reset.
Instant Binding Tech
An instant M1 extension straight out of Binding Cloth.
Doom Hammer Heel Technique
A Monster Form link from Hammer Heel into a continued combo.
Wrathful Beatdown
An extended Monster Form beatdown string built from its core moves.
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
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
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
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
| Image | Name | Description | How to perform |
|---|---|---|---|
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. | 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. | 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. | 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. | 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
Ignition Dash
Turn around mid Ignition Burst so both its startup and finisher hits land on the same target.
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
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
| Image | Name | Description | How to perform |
|---|---|---|---|
| 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. | 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. | 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. | 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. | 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
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
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
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
An air-variant shuriken caught into a grab for the extension.
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
The kit's Coward Catcher variant for punishing runners.
| Image | Name | Description | How to perform |
|---|---|---|---|
| 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. | 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. | 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. | 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. | 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. | 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. | 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. | - |
Character
Brutal Demon
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
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
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 Ball, instant side dash, then Beatdown before the target settles.
Homerun Extend
Homerun, side dash, then Grand Slam to keep swinging.
Slow-Mo Foul
Hold the third M1 into a no-leap Foul Ball for a slow-motion true link.
| Image | Name | Description | How to perform |
|---|---|---|---|
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. | - |
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
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.
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.
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.
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.






