Strikeborn Zepto Tech Combos
Community-documented combo routes and tech sequences from the Zepto showcase.
Community creators have started naming specific combo routes in Strikeborn, with the Zepto Tech video documenting sequences that players are labbing and sharing. This page collects the documented routes so you have a reference without hunting through comment sections. All routes are written in the combo notation this wiki uses — read that page first if a sequence looks cryptic.
The video below shows the Zepto Tech combo showcase. These are demonstrated routes, not guaranteed true combos — confirm each in your client before using them in a real fight.
What Zepto Tech documented
The Zepto Tech showcase demonstrated several routes for Yuji that involve:
- Multiple M1 strings with direction changes
- Air launches and converts
- Front dash and back dash mixups
- Air slide kicks and aerial skill usage
- Uppercut conversions
The exact sequence shown: 2x M1 > Air launch > front dash > back dash > air slide kick > side dash > 3x M1 > uppercut > air cursed beatdown > side dash > air divergent fist
This route is presented as a demonstration, not a guaranteed true combo. Ping, server conditions, and opponent position all affect whether these sequences will land.
Route components
M1 starter sequences
- 2x M1 — Two-hit starter, leaves opponent in a hitstun state that allows follow-ups.
- 3x M1 — Three-hit confirm, usually leads into the uppercut on hit three.
Direction changes
- Front dash — Advances toward the opponent quickly.
- Back dash — Creates space, used for mixups or to bait replies.
- Side dash — Lateral movement for positioning.
Air conversions
- Air launch — Pops the opponent up for aerial follow-ups.
- Air slide kick — An aerial skill used in the sequence for extending combos.
- Air cursed beatdown — An air variant skill that continues the juggle.
- Air divergent fist — Another aerial variant used as a finisher in the route.
Lab method
- Start with the basic
2x M1 > front dash > back dashto feel the timing. - Add one element at a time — do not try the full route on day one.
- Practice each direction change individually before chaining them.
- The air slide kick and air skills require you to already be in the air — confirm your launch timing.
- Note which skills are slot 1-4 in your client — the names in this wiki are descriptive, not official.
Route breakdown
The Zepto Tech route in plain language:
- Land two M1 hits.
- Launch the opponent into the air.
- Front dash to follow.
- Back dash to create mixup potential.
- Air slide kick to continue the air combo.
- Side dash for positioning.
- Three M1 hits as a confirm.
- Uppercut to relaunch.
- Air cursed beatdown for damage.
- Side dash again.
- Air divergent fist as a finisher.
This is an advanced route. Do not attempt it until you can land the basic uppercut convert from the combat guide.
Related routes
- Yuji guide — Character-specific notes for this kit.
- Combat — The shared fighting layer including uppercut converts.
- Combo notation — How to read and write routes.
For the Guts equivalent tech, see the Guts guide which documents the back-dash air slot 4 route and the look-down kick tech.
Frequently Asked Questions
Quick answers for Strikeborn early-access players.
What is Zepto Tech in Strikeborn?
Community-named combo routes demonstrated in a YouTube showcase. These are documented sequences, not guaranteed true combos.
Is the Zepto Tech route a true combo?
It is demonstrated in the video. Whether it is true depends on your ping, server conditions, and opponent state. Lab it before using it in a real fight.
Which character is the Zepto Tech route for?
The demonstrated route appears to be for Yuji based on the air cursed beatdown and divergent fist names.
Where can I see the Zepto Tech combos?
The YouTube video embedded on this page shows the full demonstration. Watch it at 0.5x speed to catch the input timing.