M1 Chain
To M1, press Left Mouse Button (M1) or the Attack button on mobile. The player will punch forward, and by holding M1, they will attack up to four times, with the last hit always ragdolling the opponent(s). A full M1 string will always deal 14% damage (3% + 3% + 4% + 4%). Inputting the correct key with the correct timing will allow the player to perform a different action for the fourth M1 hit in the string.
Move | How to do/Keybinds | Info |
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How to perform: PC: Simply left click up to 4 times.
Mobile: Press the punch button up to 4 times. |
M1 Chains simply knock your opponent forward upon finishing the chain. This horizontal knockback can be handy depending on the character you use, and you can generally Side Dash towards the opponent and use a move that hits grounded opponents. |
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How to perform: PC: Hold SPACE before performing the fourth M1.
Mobile: Hold JUMP button before performing the fourth M1. |
Uppercuts launch opponents high into the air and deal no horizontal knockback. Some character's mini uppercuts make your opponent go higher like Destructive Cyborg. |
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How to perform: PC: Press SPACE, then M1 while falling. The player must be falling, otherwise it becomes a regular hit or an uppercut.
Mobile: Press JUMP button, then M1 while falling. |
Downslams deal no knockback and will bypass a block. However, they leave the opponent(s) on the ground immediately, meaning only skills that hit grounded enemies will connect. |
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How to perform: After a full M1 string, forward dash immediately after (W + Q). This only works if the opponent is backed up against a wall, tree, trashcan, fence or bench (although unlikely.) | Wall combos deal 12% damage on top of the M1 string. However, they also immediately leave the opponent on the ground like a down slam. Each character has their own unique wall combo. |
Notes
- After performing an M1, there is a brief period where the player is unable to block. This period will vary on the order of the player’s current M1 and their corresponding character, meaning the third basic punch will have a significantly longer recovery period than the first punch of the same M1 chain.
- Missing the 4th M1 (or having it blocked) will stun the player for one full second. See Effects below for more info.
- Certain characters will allow the player to hit the enemy with a forward dash after a full M1 string.
- By being ragdolled by the 4th M1 the opponent cannot use their evasive during 0.2 seconds.
Critical Hits
Perfectly blocking an opponent's M1 will enhance the player's next basic attack, allowing them to perform a "critical hit". Critical hits deal triple damage and play a special cracking sound.
- A subtle sound cue will play if the player successfully performs a flawless block on the target's M1.
- Critical Hits can last indefinitely until the player is ragdolled, allowing for more strategic play towards a Black Flash.
Black Flash
Performing a perfect block after a critical hit (without being ragdolled in between) will allow the player to perform a "Black Flash", with black and red particles indicators emitting from the opponent. This does double the damage of the standard Critical Hit (6x the normal M1). Black Flashes can also occur on a different target if the player transfers it to them instead of their opponent.
- A Black Flash can be performed for up to ~4 seconds after performing a critical hit. After that, the user will need to perform another critical hit in order to Black Flash again.
- It is possible to perform Black Flash continuously within this timeframe, however, only 2 Black Flashes can be achieved under normal circumstances.
- 3 or more is possible by increasing the Attack Speed Multiplier with the PS+ Gamepass.

- The user can also do "Black Flash" to M1 variations like Mini-Uppercut and Downslam (deals 24% damage in a single strike without previous M1s).
- The Black Flash is inspired by the show Jujutsu Kaisen. In the show, the Black Flash is done by applying cursed energy on a physical attack within an extremely short amount of time, and it is unlikely to pull off. Just like the "Black Flash" in The Strongest Battlegrounds.
- Sorcerer automatically does a Black Flash on the last M1 in an M1 chain if Infinity is active and deals much more damage.
- KJ replaces all critical hits for Black Flashes that are slightly weaker than normal Black Flashes.
Blocking
Holding F will make the player raise their hands up. While blocking, the user is protected from all basic attacks and some moves from a 180 degree angle, but they move significantly slower and cannot perform any other actions while blocking. Some attacks can break through a block.
Dashes
By pressing Q (dash button on mobile), the "dash" function can be used to combo start, evade attacks, and escape a Ragdoll, Characters may have different dash animations or effects.
Forward Dash and Back Dash shares a same cooldown. Meaning if you did one of those dash, both will go on cooldown. The cooldown for Forward Dash and/or Back Dash are (TBA) seconds. Both cover a pretty long range.
Side Dash have similiar function as Forward Dash and Back Dash, sharing a same cooldown. But Side Dash has shorter cooldown than those dashes, its (TBA) seconds. This dash only cover a small amount of range.
Character | Forward Dash | Side Dash | Back Dash/Backroll |
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Wall Combo
Each character in the game has a special kind of wall combo that deal 12% damage. To perform a wall combo go up against a wall, tree, trash can, ect. After that do the 4th m1, a downslam, or an uppercut, then forward dash.
Gif | Description |
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The player winds up a sneeze as the opponent recoils and recovers off the wall. The opponent stands up and holds their hands out in a plead before the player sneezes, sending the opponent backwards (forwards if done on a trash can). |
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The player kicks the opponent into the wall, following up with a left-right-left sequence, then charges with both hands to the torso before finally dive kicking from them by doing a backflip, sending them backwards (forwards if done on a trash can). |
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The player knees the opponent into the wall, punches the opponent a few times and then grabs their neck, tossing them forward, before jumping off the wall, using their jet boosters to leap off from it, and spinning in front of the opponent and ending it with a kick that send the opponent flying to the right. |
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The player impales the opponent into the wall, leaving them stuck as the opponent puts a hand out, before the player tosses an exploding shuriken into the opponent, rendering them limp, before kicking the opponent off the wall to the left, catching the sword. |
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The player pins the opponent to the wall, and slams them into it, then throws them upwards, and winds up the bat to hit them when they come falling down, sending them flying to the left. |
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The player stabs the opponent into their stomach before stomping on the ground throwing the katana upwards spinning, and grabbing it while spinning to strike them, sending them flying to the right. |
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The player compresses the victim against the wall, grabs a rock with their psychic abilities then chucks it at them, sending them backwards (forwards if done in front of a trash can). |
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The player compresses the opponent on the wall with their leg, before rapidly kicking them and then spinning around, sending them to the right. |
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The player stabs the opponent with some mechanical tentacles multiple times until they get a larger mechanical fist, then the player punches the opponent downward on the head. |
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The player hits the opponent in front of the object, before then creating a repulsing orb around them that compresses the opponent into the wall, causing a blue crater around them, before then charging a powerful explosion that causes another crater with black stains splattering around the wall and the ground.
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The player uses their leg to shove the opponent into the wall before raising their hand back, entering a cutscene where it shows them with a red aura/light covering them and around them before delivering a powerful slap. |
Effects
Effects are usually given when doing specific attacks, movements, or using moves. They are obtained both in the Base and Awakening state. Effects are either obtained immediately after the moves startup, or require certain conditions to achieve an effect. For example, Sunset's startup and most of its frames don't have any effects, but gains Armor while performing the explosion.
It is important to note that certain skills may have more than one effect or none at all.
Stun
Taking damage through any means will stun the player, disallowing them to perform any actions, which includes:
- Using a counter move(and normal moves),
- Moving with WASD, or dash
- Blocking.
Certain moves, if missed or blocked, will also leave the player stunned. Examples include:
- Destructive Cycborg's Machine Gun Blows.
- Blade Master's Quick Slice.
- Brutal Demon's Beatdown.
- Missing the 4th M1 on any character.
- Etc.
Armor
When a player has Armor, they cannot be damaged or stunned by regular M1 and most skills. Most Armor skills require the player to achieve certain conditions (i.e. hitting an opponent), as attacks that grant this effect immediately upon use are limited.
Armor is basicly an Immunity Frames(I-Frame).
Currently, attacks that grant Armor after a certain condition are:
- All Wall Combos, including Serious Sneeze and Sorcerer's Wall Combo (excluding KJ's Wall Combo)
- Downslam (finisher only)
- Flowing Water (on-hit)
- Lethal Whirlwind Stream (on-hit)
- Hunter's Grasp (on-hit)
- Prey's Peril (on successful counter)
Rampage
- Water Stream Cutting Fist (on-hit)
- Crushed Rock (both variants, on-hit)
- Rock Splitting Fist (startup + on-hit)
- Ignition Burst (finisher only)
- Jet Dive (finisher only)
Maximum Energy Output
- Flamewave Cannon (on-hit)
- Whirlwind Kick (finisher only)
Can You Even See Me?
- Twinblade Rush (on-hit)
- Fourfold Flashstrike (startup + on-hit)
- Homerun (close variant, on-hit)
- Beatdown (on-hit)
- Grand Slam (both variants, finisher only)
- Foul Ball (close variant, on-hit)
Pumped Up
- Savage Tornado (after startup)
- Brutal Beatdown (after startup)
- Strength Difference (startup + on-hit)
- Atmos Cleave (finisher only)
- Pinpoint Cut (ground variant, on hit + both finishers)
- Split Second Counter (on successful counter)
Scorching Blade
- Sunset (on-hit + when sword is in the ground)
- Solar Cleave (during dash + on-hit)
- Sunrise (on-hit)
- Crushing Pull (both variants, on-hit)
- Windstorm Fury (finisher only)
- Stone Coffin (getting hit by + finisher)
- Interestingly, Stone Coffin (not the finisher) grants armor to the opponent only, not the user.
- Expulsive Push (finisher only)
Berserk
- Psychic Ricochet (on-hit)
- Sky Snatcher (on-hit)
- Bullet Barrage (finisher only)
- Vanishing Kick (second use + finisher)
- Whirlwind Drop (finisher only)
- Head First (on-hit)
Dragon's Descent
- Rising Fist (now deleted) (on-hit)
- Twin Fangs (after startup)
- Last Breath (after startup + cancelled during startup + after explosion)
- For some reason, Last Breath gains extremely long armor (~15 seconds) after it is cancelled during the startup.
- Trinity Tear (on hit + during jump)
- Double Trouble (on-hit)
- Interestingly, the opponent getting hit by Double Trouble is given longer armor than the user themself.
- Ravage (on-hit)
- Collateral Ruin (startup + on-hit)
- Spiraling Storm (on successful counter)
- Freezing Path (on-hit)
- Judgement Chain (during dash)
Moves that grant armor will extend the armor to their finisher if they have one.
Currently, attacks that grant Armor immediately upon activation are:
The Strongest Hero's Ultimate startup
Hero Hunter's The Final Hunt & Rock Splitting Fist
Destructive Cyborg's Thunder Kick & Incinerate
Deadly Ninja's Fourfold Flashstrike
Brutal Demon's Strength Difference
Blade Master's Atomic Slash
KJ's Collateral Ruin
Crab Boss's Giant Leap
Some of these moves require a player to be hit or they will lose their Armor.
Hyperarmor (I-Frames)
When a player has Hyperarmor or I-Frames, they cannot be damaged or interrupted by any means possible (except for Repulse and Erase from the Sorcerer moveset and the respawn command/button from the PS+ Gamepass). Some Hyperarmor attacks grant this effect immediately when the move starts.
With the exception of Strength Difference and Sunrise, all attacks that initiate a cutscene will also give Hyperarmor on a successful hit.
Currently, attacks that grant Hyperarmor are:
- All Ultimate startups except of The Strongest Hero's
- KJ's Wall Combo
- Serious Slap
- Death Counter (successful counter)
- Table Flip
- Serious Punch
- Omni-Directional Punch
- The Final Hunt (successful hit)
- Thunder Kick (while airborne)
- Speedblitz Dropkick
- Death Blow (successful counter + slam variant)
- Split Second Counter (during finisher)
- Atomic Slash (successful hit)
- Terrible Tornado
- Grand Fissure (during finisher)
- Earth Splitting Strike (successful hit)
- Last Breath (successful hit)
- Stoic Bomb
- 20-20-20 Dropkick (successful hit)
- Five Seasons
- Unlimited Flex Works
- Infinity
Armor Break
When a player has Armor Break, they will nullify Armor effects, completely bypassing them. This will not affect Hyperarmor effects.
Currently, Ultimates that have the Armor Break property are:
Hero Hunter's Rampage
Blade Master's Scorching Blade
Martial Artist's Dragon's Descent
Attacks that have the Armor Break property are:
The Strongest Hero's Table Flip, Serious Punch, & Omni-Directional Punch
Hero Hunter's The Final Hunt (successful hit + initial hit's mini-AOE)
Brutal Demon's Death Blow (slam variant)
Blade Master's Atomic Slash (initial hit)
KJ's Unlimited Flex Works
Ragdoll
Ragdoll is a status effect usually given at the end of most attacks and the basic M1 string. A ragdolled opponent cannot perform any action for exactly 2 seconds once knocked down, but they can get up early using a Ragdoll Cancel by performing a side dash or a backdash while ragdolled.
The player gets 0.5 seconds of stun immunity when getting up from a ragdoll. There are some exceptions like the forward dash that can bypass this.
Specific skills like Pinpoint Cut that ragdolls on block instead of rolling an opponent will have significantly decreased ragdoll time, while some moves increase the ragdoll time or halt it, such as Savage Tornado, only applying the timer if the opponent has fallen.
Roll
Roll or Roll-State is a status effect that forces the player into a rolling animation after getting hit by certain attacks. The distance they get knocked back from Roll will vary on the skill they get hit with. For some moves, the angle they are hit at also matters.
Unlike the Ragdoll effect, the player is unable to use evasive during this period, with notable exceptions (will be noted if a skill with this effect can be evaded with a cancel) including Brutal Beatdown, Pinpoint Cut and Uppercut.
If you are Rolled into the air or in the air, it will prolong it by a little.
When a player is hit by an attack that causes rolling while rolling, they will be ragdolled.
Move Types
Usually, depending on the character's moveset have different types of moves that specializes doing certain tasks. Sometimes the move has multiple, combined features used in a single move while some aren't.
Type | Info |
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Basic | Basic attacks apply damage fully and usually come with a short or long windup before delivering the attack. Currently, all characters have at least one Basic attack, which includes their M1. |
Barrage | Barrage attacks, such as Consecutive Punches, Quick Slice and Machine Gun Blows, build up to maximum damage instead of instantly dealing damage. Their hitbox active time is also significantly higher. |
Grab/Multi-Grab | Grab attacks, on hit, transport the victim to the player and often have the same properties as Basic attacks. Some Grab attacks are also able to bypass blocking, as a trade-off for their significantly reduced reach.
Most Grab attacks only affect one opponent. However, if a skill is capable of grabbing multiple people on hit, it is considered a Multi-Grab. Examples include:
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Splash (A.o.E.) | Splash attacks, often known as Area of Effect (A.o.E.) attacks, are capable of hitting multiple players at once and often have an increased hitbox size. Such as:
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Mobility/Dash | Mobility moves like Flash Strike, Jet Dive or Grand Slam launch the player at least 3 tiles forward upon use. Some Mobility skills also allow the player to move upwards into the sky, which currently are:
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Counter | Counters are moves that must be triggered by taking damage, which will then negate all incoming damage and inflict damage back to the attacker(s) if successful.
Counters require no windup upon activation but have extremely low recovery speed and therefore are always punishable if no damage is taken. However, Death Counter, the strongest Counter skill in the game, is unpunishable even if it doesn't trigger for the entire period despite not healing the user back to full health. Basic Counters like Prey's Peril (if the opponent has no ragdoll cancel) and Split Second Counter will allow the user to start a combo, while Counters used during the awakening period like Death Blow will often result in an immediate kill in regular circumstances. |
Safe | An attack is considered Safe if it is unable to be punished after blocking and/or dodging.
To determine whether a certain skill is either safe on block or on miss, the defender must go for an attack (either by M1, side dash and attack or forward dash) immediately after blocking or dodging said skill, and the offending player must buffer a block (holding F after performing skill). If both players have low ping (<90ms) and the incoming attack is blocked, it is considered safe. Currently, attacks that are considered truly Safe are:
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Projectile/Ranged | Projectile/Ranged attacks allow the player to hit opponents from further away without endangering themself, often paired with A.o.E. or a Combo Extender. Projectiles launched by these attacks can also be deflected by an attack with Reflect properties (see below). |
Grounded/Extendable | Grounded and Extendable attacks, commonly known as Combo Extenders, are often paired together in action to allow the player to hit their opponent again with the correct input. Some Extendable skills require the opponent to be ragdolled. Examples include:
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Reflect | Reflect moves only specialize in reflecting Ranged/Projectile-based attacks. When used, any incoming projectiles will be deflected back towards the attacker.
Different skills with the Reflect property have different timing, while the shield generated by the Wild Psychic is always capable of deflecting one projectile only as long as the shield is active. |
Variant | Variant is effectively an alternate use of the same attack. If an attack has a variant, it often requires the player to use it in a different player state (i.e. being airborne), holding a special key (i.e. holding the jump button), or on someone while they're in a different player state. Examples include:
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Notes/Trivia
- Dashes are very versatile like countering a blocking opponent, using it as a combo starter, and dodging attacks.
- Counter dashing is effective such as C-turn dash and L-turn dash because you can either counter a blocking player and start combos. More information on Zeyu guide.
- Vanish Dash can also be used for starting a combo, unlike normal dashing, you're invisible for short period of time making your dashes unpredictable. You can make use of this trick with the Deadly Ninja.
- You can punish your opponent with your Ragdoll Cancel by dashing behind your opponent.
- Side Dashing has a cooldown of 2 seconds and Forward Dashing has a cooldown of 5 seconds.
- "Critical Hits" and "Black Flash" cannot be done on a Training/Attacking Dummy as perfect blocking will only work on players.
- However, both can be transferred onto a Dummy after perfect blocking a player.
- The only character in the game to have special side dashes is Deadly Ninja.
- The term “M1” is an abbreviation of the phrase “MouseButton1,” which is used when scripting an event activated by left clicking. (MouseButton2 is for detecting right clicks)
- Downslam is the only non-character exclusive finisher.
- If the opponent falls onto or slams into the floor after getting hit, they will sometimes take an extra 1% damage. This can sometimes happen at the end of an M1 chain, but also some moves like Uppercut and Water Stream Cutting Fist.
- Every ultimate mode except The Strongest Hero has I-Frames that last longer than the animation itself, this is so you can't get Omni Directional Punched or something like ult trading.