Strikeborn Combat
Air routes, variants, and counters — the layer that separates this game from a TSB clone.
Strikeborn’s identity is not the anime licenses. It is the way a grounded M1 string can turn into a real air route, the way skills change if you hold a direction, and the way the waterfall map lets you wall-jump or pad-launch instead of ending a combo on flat stone. This page is the shared fighting layer. Character pages add kit names; they do not replace this.
Read controls first if you still do not know where dash lives. Then lab on an empty cliff before you take these ideas into a 100-player server.
M1 theory that actually showed up on video
Battlegrounds M1s are a four-hit family. In Guts test footage, hit three is an uppercut and hit four slams back down. That is the opposite of titles where the fourth hit is the launcher. If you buffer a skill on hit four expecting a pop-up, you will bury the opponent and drop the route.
Practical rules:
- Decide before the string whether you want a down slam (end, chip, edge guard) or an uppercut convert (air route).
- For a convert, you usually leave the string on the uppercut and jump or dash after them. Do not auto-complete hit four.
- Yuji’s hands look faster; Guts’ hands look slower with more range. Same theory, different confirm windows. See Yuji and Guts.
Air combat
Creator videos keep pausing on the same moment: someone uppercuts, stays glued in the air, and keeps swinging while the victim cannot mash a grounded reversal. That is the skill gap.
How to start:
- Land the uppercut hit.
- Jump or dash with them, not after they have already peaked.
- Use one aerial skill you have already tested. Several skills have a different air version — Guts showcases called out an air variant of slot 1 and slot 4.
- If you still have height, M1 again. If you are about to hit the ravine, wall-jump or drop out. Pride combos into void deaths help the other team.
Air is also where third parties steal stocks. A 12-hit cinematic over the waterfall is a beacon. In a full server, take two extra hits and dump them toward the mist rather than completing a lab combo.
Directional variants
Test builds clearly had hold-back / hold-S variants on at least one kit, plus air variants. That is closer to a 2D fighter or a platform fighter than to “press 1 for the same clip every time.”
Lab method (ten minutes per character):
- Neutral, grounded: press 1, 2, 3, 4.
- Hold forward, repeat.
- Hold back, repeat.
- Jump, repeat all four.
- After an uppercut, repeat the ones that looked useful.
Write down anything that is a counter, a grab, a projectile, or a movement tool. One Yuji clip treated a kick as a counter as well as a normal. One Guts clip treated slot 4 as a counter if it hits the attack, and a normal swing if it does not. Those are not the same buttons as a hold-block.
Counters, not invincible brain-off buttons
A counter that also works as a swing is strong because it is not a complete whiff if you guess wrong. It is still a guess. Use counters when:
- You see a dash-in from a player who always presses a skill on wakeup.
- You have no dashes left and they are about to M1.
- You are at a jump pad and they will predict the launch.
Do not counter as a greeting. Good players empty-jump at counters, then punish the recovery. If your counter lost and you still want to mash it, go lab the recovery instead.
Dashes, wall jumps, jump pads
Dashes are a HUD resource. Confirm with them. Do not commute with them.
Wall jumps extend air routes and save you from ravine deaths. Touch the stone with a jump, get a second jump, continue. If you clip the waterfall mesh instead of the wall, you just died stylishly.
Jump pads are free height. You can start a fight from above, or steal a pad during someone else’s combo if they drift over it. Knowing pad locations is as important as knowing skill names. Walk the map once with Getting Started open.
Neutral in a 100-player lobby
Strikeborn is not a tournament 1v1 by default. Neutral means:
- Fighting on edges so only one extra player can easily join.
- Not using your loudest cinematic super in a courtyard.
- Respecting Guts range on open stone and Yuji speed in tight ruins.
- Leaving a losing fight. There is no round timer that forces you to die on that ledge.
When you want a cleaner duel, agree to a corner or wait for a quieter server. The review page talks about how the game feels in those isolated fights.
A simple practice loop
- 20 grounded M1 strings without dropping hit four.
- 20 uppercut converts into one aerial M1.
- 10 wall jumps that continue a route.
- 10 pad launches that start a fight.
- Each skill: grounded, back variant, air variant.
Then go to the character lesson. If a patch changes M1 counts or removes a variant, Updates will say so. Until then, assume the air layer is the homework and the anime skin is the costume.
Frequently Asked Questions
Quick answers for Strikeborn early-access players.
Which M1 hit launches in Strikeborn?
Guts footage shows the third hit as the uppercut and the fourth as a down slam. Lab Yuji the same way — do not assume TSB's fourth-hit launcher.
How do air combos start?
Uppercut, follow immediately, then an aerial M1 or an air skill variant. Shift lock helps. See the Yuji and Guts lessons for kit-specific starters.
What is a direction variant?
Holding a movement direction (including back) can change a skill. Air also changes some slots. Lab each slot in four directions before copying combos.
Why do my combos get stolen?
Servers hold up to 100 players and air routes are visible. Keep routes shorter in crowded courtyards and fight on edges.