Mastering Strikeborn: How to Do Air Moves and Execute Infinite Aerial Combos Like a Pro
Learn the secrets of Strikeborn combat with our guide on how to do air moves, execute Yuji's aerial combos, and dominate the battlegrounds with ease.
Strikeborn has quickly become one of the most intense battleground experiences on the Roblox platform, offering a high-skill ceiling for players who master its intricate movement systems. If you want to climb the ranks and win your 1v1 encounters, learning strikeborn how to do air moves is the single most important skill you can acquire. Mastering these aerial mechanics allows you to extend combos far beyond standard M1 strings, turning a simple engagement into a devastating 32-damage sequence that leaves your opponent helpless.
Understanding strikeborn how to do air moves isn't just about jumping; it is about timing your dashes, managing your momentum, and knowing exactly when to trigger specific move variants. In this guide, we will break down the technical inputs required for air combos, the advantages of aerial move variants, and how to bait out your opponent's evasive maneuvers to ensure your hits land every single time. Whether you are a PC veteran or a console player looking for the right sensitivity settings, these strategies will elevate your gameplay to the next level.
The Fundamentals of Aerial Combat in Strikeborn
In many battleground games, being in the air makes you a target, but in Strikeborn, the air is where you hold the most power. The primary reason players focus on aerial combat is the "Ragdoll" effect. When you land an air variant of a move, the enemy is often pulled toward you or kept in a specific hit-stun state that allows for a "Down Slam."
Player experience suggests that the aerial version of moves like Divergent Fist is significantly better than the grounded version. While the grounded move might knock an enemy far away, ending your pressure, the air variant keeps them close enough for you to continue your M1 string. This proximity is the key to maintaining a "green-less" combo—a sequence so fast that the opponent's recovery frames never turn green, indicating they are in a true combo.
| Mechanic | Grounded Effect | Aerial Effect | Strategic Advantage |
|---|---|---|---|
| Divergent Fist | Knocks enemy away | Pulls enemy toward you | Easier combo extension |
| Move 3 (Launch) | standard knockback | Dropkick/Launch variant | Creates ragdoll for Down Slams |
| M1 String | Basic damage | Sets up for Uppercuts | Initiates air combo sequences |
| Dash | Standard repositioning | Can be canceled with Space | Flashy movement/Distance baiting |
Strikeborn How to Do Air Moves: Step-by-Step
Executing air moves requires a combination of specific button presses and directional inputs. According to community reports, the most effective way to initiate an air combo is following a "Slide Kick." Once the Slide Kick connects, you have a very narrow window to transition into the air.
To perform the standard air combo, follow these steps:
- Initiate with Slide Kick: This is your primary combo starter that launches the opponent.
- Side Dash: Immediately after the kick, perform a side dash to reposition your hitbox.
- Hold M1 and Space: While in the air, you must hold your primary attack button and the jump key simultaneously.
- Directional Control: Maintain your camera angle to ensure your M1s continue to track the airborne target.
If done correctly, this sequence can net you up to eight extra M1 hits in the air, which adds massive damage to your total output. For console players, community members highly recommend turning your sensitivity to the maximum setting. Unlike PC players who can flick their mouse, console players need that high rotation speed to keep up with the fast-paced aerial repositioning required for these moves.
Move Variants and Their Strategic Uses
Every character in Strikeborn has a kit that changes based on their positioning. Yuji (often referred to as UG in the community) relies heavily on his first and third moves to maintain pressure. The "Divergent Fist" air variant is particularly lethal because it provides just enough ragdoll time to transition into a Down Slam.
Divergent Fist (Air Variant)
Unlike the normal version, which is a straightforward punch, the aerial version acts as a magnet. It ensures the enemy stays within your striking range. If you hit this move fast enough, you can immediately follow up with a Down Slam before the enemy can recover. This sequence alone can take away roughly 20% of an opponent's health bar.
The Third Move (Aerial Launch)
The third move is often used as a finisher or a way to force an evasive. In the air, it functions like a dropkick. It ragdolls the opponent for a brief second, which is the perfect window to hit another Down Slam. Player experience indicates that this move is excellent for catching people who are not careful with their positioning.
| Move Name | Primary Function | Air Combo Utility | Damage Potential |
|---|---|---|---|
| Slide Kick | Starter | High (Opens air combos) | Moderate |
| Maju Kick | Counter/Initiator | Low (Mainly grounded) | High (if countered) |
| Divergent Fist | Damage Dealer | Extreme (Magnet effect) | High |
| Cursed Beatdown | Finisher | Moderate | Very High |
Advanced Tech: Dash Canceling and "Jolly Tech"
Once you understand strikeborn how to do air moves, you can begin looking into advanced "tech." Tech refers to unintended or high-level mechanics that give you an edge in combat. One unique mechanic in Strikeborn is the ability to cancel your dash using the Space bar.
When you dash and immediately press Space, you cancel the momentum of the dash. However, you cannot cancel it at the very end of the animation. This is useful for "distance baiting." If you see an opponent preparing a counter, you can dash toward them, cancel it early to stay out of range, and then punish their missed move.
The "Jolly Tech" Sequence
A popular community-discovered sequence known as "Jolly Tech" involves a specific M1 string into a side dash.
- Perform 4 M1 hits on a grounded opponent.
- Immediately side dash.
- Transition into the third move (aerial variant). This sequence is difficult to escape and maximizes the damage of the third move by using the M1s to soften the opponent's defense.
Managing Evasives and Combo Optimization
The biggest hurdle to landing a full combo is the opponent's "Evasive." In Strikeborn, the evasive is a time-based mechanic with a 30-second cooldown. If you waste it, you are a sitting duck for half a minute.
Community reports suggest that 99% of players will use their evasive during the Slide Kick or the start of an air combo. This is because air combos provide the most insane damage in the game (often upwards of 32 damage). You can use this knowledge to your advantage:
- The Immediate Bait: Use Slide Kick right away to force the evasive. Once they use it, they are vulnerable for 30 seconds.
- The Delayed Punish: If you notice an opponent is "smart" and saving their evasive, use your other moves first. Hit them with a Cursed Beatdown or Divergent Fist. They will likely wait for the Slide Kick, allowing you to get free damage with your other abilities first.
| Evasive Strategy | Goal | Risk Level |
|---|---|---|
| Early Slide Kick | Force immediate cooldown | Medium (If they don't bite) |
| M1 Baiting | Chip damage and pressure | Low |
| Dash Cancel Bait | Force a panic evasive | High |
| Down Slam Loop | Maximize damage post-evasive | Low |
The Ultimate Form: UG Alt Moves
When you activate your Ultimate (UG Alt), the game changes entirely. You gain an aura that slows down your opponents significantly. They essentially move at a walking pace, making it impossible for them to run away from your high-damage finishers. You can learn more about the game's development and updates on the official Roblox platform, where the developers frequently post patch notes.
Alt Move Breakdown
- Pulverize: A high-speed dash that closes the gap instantly.
- Dismantle: A long-ranged attack that features an auto-aim mechanic for the second half of the move.
- Fire Arrow: A massive range attack that knocks opponents back and deals heavy burn damage.
- Onslaught: A ranged move that does incredible damage. Even if you miss the first strike, you can often land the second part of the animation.
Conclusion: Mastering the Skies
Learning strikeborn how to do air moves is the difference between being a casual player and a dominant force in the battlegrounds. By utilizing the side dash, holding Space and M1, and mastering the timing of your Down Slams, you can create combo strings that are nearly impossible to escape.
Remember to practice your dash cancels to keep your movement unpredictable. Strikeborn is as much a game of psychology as it is of button pressing—baiting out that 30-second evasive is your ticket to a guaranteed victory. Keep practicing your aerial variants, adjust your sensitivity if you're on console, and you'll be clearing lobbies in no time.
FAQ: Strikeborn Combat Essentials
How do I stop my opponent from escaping my air combo?
The best way to prevent an escape is to bait out their evasive before committing to your main air combo. Since most players evasive during the Slide Kick, try starting your pressure with M1s and Divergent Fist. Once the evasive is on its 30-second cooldown, you can freely perform the strikeborn how to do air moves sequence without fear of interruption.
What is the best sensitivity for doing air moves on console?
Community members recommend turning your sensitivity all the way up to the maximum setting. Because air combos require you to track a moving target while you are also in motion, a lower sensitivity will prevent you from turning your camera fast enough to land the 8-M1 string.
Can I cancel my dash in the air?
Yes, Strike Point mechanics allow you to cancel a dash by pressing Space. However, there is a lockout period at the very end of the dash animation where a cancel is no longer possible. Using this in the air can help you reposition for a surprise aerial Divergent Fist or a dropkick.
Why does my Divergent Fist sometimes knock enemies away instead of pulling them?
This usually happens because you are performing the grounded version of the move. To get the "magnet" effect that pulls enemies toward you, you must be airborne when the move is activated. This air variant is essential for continuing combos into a Down Slam.
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