(NOTE from Sovereign) --- I plan to rewrite my own page (This one) completely, so expect for it to be changed one day. However, while so, i won't upload any minor changes, and if you add any technique or change everything, it will be reverted to the previous state.
This page was developed by monogramm (sovereign), due to lack of techniques page and wish to teach newbies something more than just combos. If you see no Tips near any technique, that means Tips is useless for the technique, and this is mostly the only way to perform it as how written.
WARNING! This page is ABANDONED, and so the creator of it (Sovereign) won't work on it anymore. Because of it, the page will not receive updates anymore, thus no sections will have new techniques for now. Any changes in the page will be deleted without a second thought, so better to not touch it.
Overview
Techniques - are combinations of any attacks that act as a combo-extender, usually being created and imagined by the community, this case - Heroes Battlegrounds community. Techniques always take advantage of hitboxes, though some of them are combination of moves won't normally work, and requires precision to do. Some of techniques are mostly useless, some of them are mostly useful, but no matter what - using them might give you an advantage. Either it'll make you look flashy & swift, either it'll grant you combat benefits, as an example - stunning your opponent to the point they cannot escape your combo-extender, or will give you abruptness (unpredictability).
One For All (- One For All techniques will work with each character you'd use.)
- Loop Dash - Once performing 3 M1's, you can uppercut your opponent and circle around them when using Forward Dash, thus dealing a little more damage and leaving your opponent mostly confused at first time.
- Loop Dash Tips: Use it whenever you're low on health, so your opponent will be rolled away while you have some time to retreat or regenerate your HP.
- Loop Dash Pros: If your opponent will use Evasive, you have a slight chance to catch them up with your wasted Forward Dash, allowing you to M1 them more, and if accessible, reel them into a combo.
- Loop Dash Cons: Instead of still catching your opponent and M1'ing them again, you might just waste your Forward Dash, if your opponent has Ragdoll Cancel (Evasive).
- Surprise Dash - When using 4 M1's and sending the opponent flying away, you can immediately Forward Dash to their back and deal a little more damage. This technique is similar to Loop Dash, although it looks flashy and somewhat cool.
- Surprise Dash Tips: Using Shoto Todoroki (Split Ice)[1] will make the Surprise Dash easier somehow, and performing it as soon as possible can leave your opponent confused and you won't let them use Evasive so fast. Also due to Tomura Shigaraki (Symbol of Fear)[2] having his AWAKENING with only enhanced M1's, this technique is currently useful for the character before he'll gain some AWAKENING moves.
- Surprise Dash Pros: Almost same as Loop Dash pros, though it's done fast, so your opponent won't really know what actually happened before realization.
- Surprise Dash Cons: If your opponent is Evasive spammer against 4 M1's, there's nothing really to do with it, because you will waste your Forward Dash and won't be able to reach your opponent, unlike with Loop Dash.
- Doubleslam - After using 3 M1's and then using Downslam, you can use Side Dash away and then add with Aerial Downslam (Jump + Click when midair), if being patient enough. Formerly, you could deal up to 3 Downslam's at time, because Aerial Downslam stun was previously very long enough for your avatar to do Downslam + Aerial Downslam + Downslam, leaving your opponent stunned for a while, thus leading to infinite combos with Mastered Green Hero[3] or Azure Flames[4] (When Dabi's Infernal Burn wasn't reworked, i developed a truly infinite combo, which is not only true, it also oneshots.).
- Doubleslam Tips: Take your time and focus on precision of Aerial Downslam, otherwise it won't damage your opponent and leave you stay near them, allowing them to combo you, which is unlikely for you.
- Doubleslam Pros: Can deal more damage and leave your opponent stunned for a little more, allowing you to use any move you want to after performance of the technique.
- Doubleslam Cons: Is not that really effective as formerly it was, and as said - if not being precise and falling near your opponent without you damaging them, you might end up being stuck in a combo, so this technique is quite a risky one.
- Cunning Slam - The most basic and occasionally seen technique you could ever see from someone. When using Downslam on your opponent, immediately use any attacking move you need. If being fast enough, the hitbox might catch slammed opponent into the attack which normally doesn't hit slammed opponents (ex. Headbutt, Triple Dagger Throw, Dagger Cascade, Katana Throw), although unfortunately, it won't work on several moves (Ex. Explosion Combo, Shadow Rush.).
- Cunning Slam Pros: Can allow you to use moves that normally doesn't pick slammed opponents, most of them are being Hero Slayer's[5] moves and Mastered Hero Slayer's[6] ones, too.
- Cunning Slam Cons: Is not that really effective as formerly it was, and as said - if not being precise and falling near your opponent without you damaging them, you might end up being stuck in a combo, so this technique is quite a risky one.
- Least Expected Dash (Shortly - L.E.D Tech) - New technique mono_gramm has discovered. By using any move and then instantly using Back Dash or Forward Dash, you can make moves that make you unmovable, while moving (Ex. Texas + Immediate Forward Dash or Back Dash + Wait when first roll has done + Manchester).
- LED Pros: With this technique, Green Hero[[7]] is a literal force to be reckoned with, and is extremely overpowered when correctly using the tech.
Izuku Midoriya // Green Hero Techniques
- Detroit Slam - You can Downslam your opponent and then wait your time to see if they use Evasive, and then to use Detroit // AIR VARIANT, which, if you are fast enough, can give you time to do another Downslam.
- Detroit Slam Tips: Take your time and wait as much as possible, that way - you can unleash the technique with being aware if the opponent has Evasive or no. If you mix Detroit Slam with Aerial Downslam afterward, it'll wipe 30-32% HP from Weakest Dummy.
- Detroit Slam Pros: This technique depletes a lot of HP from your opponent, and also tolerates patience, and then execute any move you can when performed.
- Detroit Slam Cons: Detroit // AIR VARIANT deals less damage on ragdolled or grounded opponents, so you can't really rely on it.
- Delaware Detroit - Very simple, and is mostly used by newbies. Firstly, use Delaware // AIR VARIANT and then use Detroit (Obviously, air variant of course.).
- Delaware Detroit Pros: Can be a combo-extender, a good one, and if the opponent will not hit the ground and stand up, you still have a chance to hit them with Detroit // AIR VARIANT. This technique is mentioned in a lot of newbie combos for Green Hero[8]. EXTREMELY useful against Namu's[9]' Thunderclap, when you blocked it for height, so that way, while also ascending even higher by Delaware // AIR VARIANT, you can deal 5% DMG to Namu(50% DMG for normal player or dummy).
- Delaware Detroit Cons: As early mentioned, Detroit // AIR VARIANT deals less damage on ragdolled or grounded opponents, so it's extremely unreliable. And the opponent can easily evade it, or if not hitting the ground and standing still, the opponent will have time to escape.
- Least Expected Delaware (Shortly - L.E.D Tech) - Jump and then do a Side Dash, before using Delaware // AIR VARIANT, to swiftly ragdoll your opponent with them be least expecting it.
- LED Tips: When you confuse your opponent with your dashes, you can swiftly approach them with Delaware // AIR VARIANT just as mentioned, thus damaging them while they're confused.
- LED Pros: Very cunning and mostly unpredictable, only experienced players could counter it. Also will make you invulnerable to most attacks, due to your height in the sky.
- LED Cons: As said, only experienced players could counter it, and you might end up accidentally attacked while performing.
- DeIachester - After using Delaware // AIR VARIANT, use Manchester. Very simply, but is totally untrue and also mostly used by newbies. This technique was mentioned in Monkey4D_garp's Combo for Green Hero[10]
- Delachester Pros: Slightly useful when you're low on health, because Delaware // AIR VARIANT will make you evade possible attacks and make opponents be ragdolled, before you kick them away with Manchester.
- Delachester Cons: Extremely unreliable, and very easy to be countered, if simply put.
- New Hampshire Smash: An overpowered technique discovered by mono_gramm and claimed by him. Jump and then immediately use 3 + Q, that way - you will fly 9 tiles in your direction, while still dealing damage. That way, now Manchester has a combo-finisher, and so i created a combo with this tech.
- New Hampshire SmashPros: With this technique, Green Hero gets extremely OP and unpredictable. With this tech, as said, Manchester, and also Detroit has their combo-finisher, unless if opponent gets ragdolled to the point they'll hit the ground, making them wide open for usage of Delaware Detroit tech.
- New Hampshire Smash Cons: Clearly no cons, extremely overpowered. Although, only con, yet tiny one, is that you need to calculate 9 tiles between your opponent and you to hit them. Although, this technique is unpopular, and because there's a least amount of people reading it, there's no really people who uses the tech.
Vigilante Deku // Mastered Green Hero Techniques
- Delaware Whip - After using Shadow Whip // RAGDOLLED VARIANT, you can immediately jump, and at the same time, use Delaware Grab // AIR VARIANT, so that way - you will deal damage to your opponent and might escape any incoming attacks, in case of being jumped by a team or if your opponent has Evasive.
- Delaware Whip Tips: Make sure to aim at your opponent and to do it as fast as possible, so it will damage your opponent and possibly will evade attacks from others, if you're getting jumped by a team.
- Delaware Whip Pros: Swift and uncounterable, because Delaware Grab // AIR VARIANT is declared uncounterable due to height and it's swift start-up.
- Delaware Whip Cons: I don't really think this technique has cons, so, uhh..
- Delaware Uppercut - Do 3 M1's and then Uppercut your opponent, before using Delaware Grab // AIR VARIANT while pointing at the opponent, so they will receive damage and will be stunned enough for you to combo extend then. But mark my words - this technique is possible, yet extremely hard to do firstly.
- Delaware Uppercut Tips: Before using it on opponents, hone it to complete easiness for you in private server, on the Weakest Dummy.
- Delaware Uppercut Pros: Can be used as a combo-extender, and might make you look skilled a lot.
- Delaware Uppercut Cons: Unfortunately, it's unreliable, and is hard to perform.
- Electrowhip - When your Shadow Whip // RAGDOLLED VARIANT has ended, you can immediately extend it with Electric Smash (Spam it while the animation plays) - simply, slowly rotate your camera to the left and make sure to hit your opponent while so.
- Electrowhip Tips: Master it in private server, before using on your opponents. After all, aiming Electric Smash while instantly doing it after Shadow Whip is not so easy as might be thought.
- Electrowhip Pros: Very flashy, and is fine as combo-extender.
- Electrowhip Cons: Kind of unreliable, so better use it when you got no other moves ready and they are set on cooldown.
- Quintuple Extension - Use Quintuple Smash and immediately Side Dash or Forward Dash for your opponent, in order to combo extend. Mostly used by most players who use Mastered Green Hero[11], and is mentioned in a lot of combos for such character.
- Quintuple Extension Tips: Side Dash literally INSTANTLY when Quintuple Smash has ended, but don't use M1's so fast, wait for you avatar to be near your opponent, and only then use M1's.
- Quintuple Extension Pros: The best combo-extender if using Mastered Green Hero[12], and is literally start-up and combo-extender in almost each combo for the character.
- Quintuple Extension Cons: The opponent can still use backdash to roll away from your range of reach, so it is only reliable whenever opponent has no Evasive.
- Delaware Kick - After using Delaware Grab // AIR VARIANT, you can use Electric Smash, to deal more damage once landed on opponent. Extremely useful if you blocked Namu's[13] Thunderclap.
- Delaware Kick Tips: Don't use it instantly after being launched into the air, better Side Dash at where your opponent is, and then use Electric Smash, so you'll have less chances to miss.
- Delaware Kick Pros: Deals huge damage, and if hitting the opponent, might be fine combo-extender.
- Delaware Kick Cons: Kind of unreliable, could be easily countered and is hard to aim.
Chizome Akaguro // Hero Slayer Techniques
- Monocurdle - A technique developed and claimed by mono_gramm (sovereign). When using Curdle Pierce and then reaching to your opponent with 3 M1's, you can ragdoll your opponent by any way (Fourth M1, Uppercut, Downslam), and then to utilize Curdle Pierce // SECOND USAGE. This will make your opponent stand up immediately with them still being stunned, which will grant you access to another chain of M1's, or even combo extend, if accessible.
- Monocurdle Tips: Master it in private server and do your best to reach the opponent in order to use the technique. Mild difficulty in technique usage, however landing it is indeed worth it.
- Monocurdle Pros: This combo-extender will deal a lot of damage, and will make you look skilled somehow.
- Monocurdle Cons: Unreliable because mostly players dash away, so you won't have a time to reach them.
- Triple Dagger Slam (Shortly - T.D.S Tech) - When doing 3 M1's, you can jump and aim at your opponent before using Triple Dagger Throw and then clicking, not only depleting their HP swiftly, but also gives you access to aggressive gameplay.
- TDS Tips: Do your best to aim at opponent's head and then to immediately click, otherwise you might miss you Triple Dagger Throw and land only a Downslam.
- TDS Pros: Will deal good damage and is a true combo-extender, that will deal damage without opponent being able to escape before Downslam. Very reliable.
- TDS Cons: Literally, i see no cons in the technique.
- Swift Pierce - After Blackout Clutch, dash at your opponent and then use Curdle Pierce, and then to immediately use the stun of it if necessary. It's extremely hard to perform, so better just replace it with Forward Dash at your opponent.
- Swift Pierce Tips: Requires precision and mastering it in private servers. Even though it's extremely hard to perform, the trade-off is definitely worth it.
- Swift Pierce Pros: Leaves your opponent in confusion as how did you land it, and if your opponent will use Evasive and Forward Dash at you, they still might be hit by Curdle Pierce.
- Swift Pierce Cons: EXTREMELY unreliable, and as said - better to do Forward Dash instead of Swift Pierce.
Stain // Mastered Hero Slayer Techniques
- Million Ragdolls - When your opponent is ragdolled by any last M1 variants, using One Million Slashes will throw them away for a considerable distance, thus it could be used whenever you're low on HP, in order to buy some time for regeneration or retreat in case of being jumped by a team.
- Million Ragdolls Pros: Best against teamers, and yet, if the opponent waste use their Evasive and charge at you, they still might be hit by One Million Slashes' AoE.
- Million Ragdolls Cons: Kicks off your opponent very far, so isn't a combo-extender at all, likely a time-winning technique.
- Not Done Yet (Shortly - N.D.T Tech) - When your opponent is ragdolled, you can wait and then use Katana Throw, to stun them even after their awakening, thus leading to or extending your combo.
- NDT Tips: While waiting, approach the opponent so you will have a chance to use Headbutt and then to finish the combo off with Uppercut.
- NDT Pros: Ignores Awakening Armor (When you stand up from the ragdoll, you gain armor and damage ignorance for 0.6 seconds.).
- NDT Cons: Your opponent might evade it, or still hit you even if you landed a katana on them.
- Whirlwind Uppercut - Very hard technique to perform (unless your on controller). After using Uppercut // SECOND USAGE, you can side dash to your opponent and use Whirlwind Pierce, which could lead into more of a combo, although due to it's difficulty, it is unlikely to be used.
- Whirlwind Uppercut Tips: Hone it in your private server before unleashing it on your opponent. Is highly unrecommended for newbies to utilize it.
- Whirlwind Uppercut Pros: Might continue your combo and the only counter to this combo is Mastered Green Hero's[14] Delaware Grab // AIR VARIANT, so there's no really any other character to escape it, unless if Warp Portal[15] will land Reality Barrage on someone nearby right before you utilize your stun.
- Whirlwind Uppercut Cons: Extremely unreliable, and is very easy to counter, also hard to aim.
- Shadow Dash - A technique that is performed after the second use of Shadow Rush. Immediately after the animation finishes, front dash; near the end of the dash, turn around and hit your opponent; this will knock them back close enough to side dash onto them and continue your combo with another M1 chain.
- Shadow Dash Tips: Hone this in a private server with the dummy before using it in a real 1v1. After the second usage of Shadow Rush, dash as soon as possible to catch the opponent. This technique is recommended for everyone to use.
- Shadow Dash Pros: Grants you the usage of another M1 chain, further extended the damage done (if they lack evasive). Plus if you started your combo with Shadow Rush but still wanted to use moves like One Million Slashes in the same combo then you can continue with the katana moveset and use thoese before switching to fists.
- Shadow Dash Cons: Is hard to execute for first times, like, very hard, and the opponent can easily evade Shadow Rush // SECOND USE, if they have Evasive. On top of it, you must be accurate with its usage. Also, if the opponent uses their Evasive knowing you'd use Shadow Dash, they could easily punish you with a forward dash after they use the Evasive. (Also, occasionally the Shadow Dash may knock them back a different distance, which may mess you up).
Dabi // Azure Flames Techniques
- Azure Grasp - When using Azure Grab, you can time your M1 in order to catch your flying opponent, and then to dash up to them to extend your combo without them being able to block the Forward Dash.
- Azure Grasp Tips: Simply, just time your M1 before dashing at your opponent.
- Azure Grasp Pros: A very good combo-extender for the character, due to them having only Ember Assault as true combo-extender, since Infernal Burn rework.
- Azure Grasp Cons: Your opponent might still block it, if you're slow, or if ping.
- Azure Burn - Mostly made for newbies. When using Azure Grab, aim at your opponent's flying direction and use Infernal Burn, to make them fly away, and might even let you use Ember Eruption or Ember Assault to combo extend.
- Azure Burn Pros: Might confuse your opponent, and still damage them even though they use Evasive.
- Azure Burn Cons: Kind of unreliable.
- Azure Assault - Ancient technique that was used in SenSei Nova's Combo (First combo in Azure Flames Combos[16] section.). After using Azure Grab, you can use Ember Assault to catch up to them, though this technique is currently useless and used by newbies.
- Azure Assault Pros: If your opponent will use Evasive and charge at you, you might still catch them up with Ember Assault.
- Azure Assault Cons: WAY TOO unreliable.
Shoto Todoroki // Split Ice Techniques
- Javelin Pierce - Uppercut your opponent and wait a bit, before using Ice Javelin. Due to being unable to detect the enemy, ranged variant will be activated, not only freezing them, but also making them stand up for another chain of M1's, just as with Ice Javelin's melee variant.
- Javelin Pierce Tips: Time your Ice Javelin before using it. Although, it's not so important to land ranged, just make sure Ice Javelin will land, but if you want to perform the technique - then it's important to land ranged version, of course.
- Javelin Pierce Pros: It freezes your opponent and still lets you M1 them and then to reel into a combo. It also doesn't decreases your M1's damage, unlike the melee variant.
- Javelin Pierce Cons: Your opponent has time to escape, and if so, then it's better to focus on where to shoot the javelin, so it will hit your opponent.
- Freezing Cold - After using Subzero (Formerly - Freezing Variants), you can Side Dash to your opponent and then use Frost Burst, dealing them damage from long distance and making them ragdoll away again.
- Freezing Cold Pros: Will push your opponent far away, which is useful if you're low on HP, and even if they use Evasive, they has a small chance to see Frost Burst coming next.
- Freezing Cold Cons: If missed, you can be easily punished.
Katsuki Bakugo // Explosion Hero Techniques
- Explosive Catapult - Mostly for newbies and aggressive gameplay. Using Explosion Combo, spam Blast Catapult, so your avatar will immediately catch them up and perform the second move.
- Explosive Catapult Pros: Good for ignoring Namu's[17] Reckless Pummel, and to not let you opponent escape so easily.
- Explosive Catapult Cons: Unreliable, and is unlikely to use. Better to bait out your opponent's Evasive, if you want to land it.
- Combustive Cannon - When using Ground Cannon, do 3 M1's on your opponent while closing off the distance, that way, when spamming Powered Shot, you will immediately activate second usage of it, thus leading into either Ground Cannon // SECOND USAGE, either Blast Catapult.
- Combustive Cannon Tips: Make sure you're extremely close to your soft-ragdolled opponent, but not above them completely. You can also combine Powered Shot // SECOND USAGE with Blast Catapult, and then you can Side Dash and then back dash to your opponent to finish the combo with Ground Cannon // SECOND USAGE.
- Combustive Cannon Pros: Best combo-extender when playing on Explosion Hero[18]
- Combustive Cannon Cons: Ground Cannon could still be dodged, so not so reliable unless the opponent has no Evasive.
Tomura Shigaraki // Symbol of Fear Techniques
- Decomposition - Very obvious, but even so, it must be here. When using Deteriorate, immediately Side Dash to your opponent and do M1 without waiting them to be near you, cause the hitbox will still hit them, thus extending your combo.
- Decomposition Pros: Best combo-extender when playing on Symbol of Fear[19]
- Decomposition Cons: Your opponent might still escape it with Evasive.
- Decadent Vanquisher - Due to Vanquish's stun duration, you can do 3 M1's and then to Downslam them freely, without worrying about if they will hit you before your Downslam occurs.
- Decadent Vanquisher Pros: Another fine combo-extender, which could be also combined with Aerial Downslam, and then with any move you want to use.
- Decadent Vanquisher Cons: Vanquish could still be evaded, so only reliable without opponent having Evasive.
Kurogiri // Warp Portal Techniques
- Matter Slam - Do a 3 M1's and jump, while using Matter Absorption, before clicking in order for Downslam to work. Works exactly the same as Triple Dagger Slam technique, but instead of daggers, it sucks nearby matter, usually ground tiles, indeed depends on where you are fighting. Can be infused with Matter Combination technique.
- Matter Slam Pros: Due to Matter Absorption having no stun or start-up, you can easily absorb matter before your possible combo, and yet Downslam the opponent. Even if your opponent will use Evasive, Matter Absorption has a lot of duration before it will switch to primary stage, and so catching your opponent and slamming them down again might reel them into Matter Combination tech.
- Matter Slam Cons: There's no cons for the tech, due to it being mostly a downslam.
- Matter Combination - Make sure your absorbed matter is ground tiles, before using Portal Combo and then spamming Matter Absorption, that way dealing a lot of damage while stunning your opponent for enough distance to reach up to them with Side Dash.
- Matter Combination Pros: Deals a lot of damage and stops the player from being launched too far away, thus letting you combo off again.
- Matter Combination Cons: Easy to avoid with Evasive.
- Reality Punch - It's very simple, and mostly used by newbies or someone who got other moves set on cooldown. After usage of Reality Barrage, spam Warp Punch to not let opponents approach you so fast, and perhaps damage them.
- Reality Punch Pros: Can buy you some time for anything you'd want to do.
- Reality Punch Cons: Quite predictable and easy to be avoided.
All For One (- All For One techniques is mostly are techniques developed for AWAKENING moveset of characters.)
- No TIPS, PROS AND CONS, because the only con is Evasive, tips are unnecessary and only pros is extremely high damage and perhaps a true combo.
- Reality Crush - After using Reality Collapse, do a Side Dash and then aim Crush on your opponent. Because Side Dashes teleport you instantly to the ground, you can avoid Reality Collapse's flying aftermath.
- Diving Combustion - After using Exploding Star, when you see the end of the cutscene, spam Eruption Dive, in order to reel your opponent into another attack. Best against players who has cutscenes on.
- Lightning Overdrive - After using Lightning Crush, extend it with 120% OVERDRIVE - when your avatar lunges forward and your opponent who is barrel rolling to you, is close, slowly turn your camera to them, that way you will pull them into another cutscene, or perhaps a free kill for you, if using mono_gramm's Ultimate Combo for Mastered Green Hero[20].
- Indomitable Rampage - Downslam your opponent and use Indomitable Will, and then you can 3 M1 them and use either Scarlet Frenzy, either Sanguine Symphony. I'd recommend to use Sanguine Symphony, before using it's stunlock and then to Forward Dash at your stunned opponent and 3 M1 them before using Scarlet Frenzy, which result is a free kill.
- Azure Eruption - It's very simple - use AZURE FLAMES:BLITZ and then PEAKING SCORCH on your opponent, or vice versa. Due to high damage of both attacks, free kill is guaranteed after using 3 M1's before unleashing Azure Eruption technique. You can also use FROSTFLAME ERUPTION instead of PEAKING SCORCH, if your opponent has Evasive.
Trivia
- One For All is a reference for Quirk in My Hero Academy, One For All[21], a transferable Quirk that requires for the user to have immense strength, in order to use it with minimized recoil.
- One For All section was called like this, due to all techniques from the section being achievable for every single character in-game. And this is a reference for One For All Quirk is being "One Quirk for all", though techniques are being "One technique for all".
- All For One is too, a reference for My Hero Academy's Quirk named All For One[22], which possesses the ability to steal people's Quirks, and to wield them by own, or even transfer it.
- ...And yes, All For One section is a reference to the early mentioned Quirk, too, because it gives a huge damage combos and tips, and all that huge info for only one character.