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06 Numbers and Powers

Strongest Battlegrounds Beginner’s Guide

Card No. 06·12824 · Updated · Standard formula, shown below

DPS during combo 15.00 dmg/s
Total Combo Damage
45 dmg
Result
HP Remaining
55.00 %
Result
Combo Time
3 s
You entered
You enter
Combo Time, Damage per Hit, Total HP
You get
DPS during combo, Total Combo Damage, HP Remaining
Rounding
2 dp · 0 dp

This guide explains how to win more fights in Roblox’s Strongest Battlegrounds, a competitive anime-style arena game. You’ll learn the core combat loop, how to pick a fighter, and the exact training steps to go from button-masher to a player who lands combos consistently. The key is mastering the three-hit combo, dodging, and using your ultimate at the right moment, not just picking the strongest character.

Formula

The core of a basic combo is three light attacks. The formula for damage per second (DPS) during that combo is:

DPS = (Damage per Hit × 3) / Combo Time

Where:

  • Damage per Hit (d) is the damage one light attack deals, in damage points.
  • Combo Time (t) is the total seconds it takes to land all three hits.
  • Total HP (h) is the opponent’s health pool, usually 100 for most fighters.

The output shows your effective DPS during that burst, the total damage of the three-hit chain, and what percentage of the opponent’s HP remains after the combo.

Worked Example

Using the default values: a 3-second combo, 15 damage per hit, and a 100 HP opponent.

  1. Total combo damage = 15 × 3 = 45 damage.
  2. DPS = 45 / 3 = 15 damage per second.
  3. HP remaining = ((100 – 45) / 100) × 100 = 55%.

So a basic three-hit combo takes a 100 HP fighter down to 55 HP, dealing 45 damage over 3 seconds.

Game Background and Core Mechanics

Strongest Battlegrounds is a Roblox fighting game inspired by the anime One Punch Man. You pick a character with a unique moveset, then fight other players in small arenas. The game is fast-paced: matches are short, and the margin for error is tiny. Unlike many Roblox fighters, there is no blocking. Your only defenses are dodging (a quick dash that makes you invincible for a few frames) and moving unpredictably.

The central mechanic is the combo. Every character has a basic three-hit light attack chain, a heavy attack, and two or three special moves. Most fights revolve around landing your three-hit chain, then extending it with a special move before the opponent can recover. The game rewards aggression, but only smart aggression: if you spam attacks, you’ll be punished by a dodge and a counter-combo.

How to Choose Your First Fighter

Each fighter is a separate unlock, and they play very differently. For a beginner, the best choice is the default character, Martial Artist. He has a simple moveset, average speed, and his special moves are easy to understand. He teaches you the fundamentals without gimmicks.

Here is a quick breakdown of the most common fighters:

  • Martial Artist (default): Balanced, good for learning. His moves include a fast dash punch and an uppercut that launches the opponent.
  • Cyborg: Long-range energy blasts and a powerful beam attack. Good if you prefer keeping distance, but his close-range game is weaker.
  • Speedster: Extremely fast dashes and quick strikes. High skill ceiling, but very fragile. Not recommended for your first few matches.
  • Kaiju: Slow but hits extremely hard. His moves have long wind-up times, so you need to predict your opponent, not react.

Stick with Martial Artist until you can consistently land his three-hit combo and use his uppercut to extend it. Only then try other fighters.

Core Combat Loop: What to Do in a Fight

Every successful exchange follows the same pattern. Learn this order and you’ll win most fights against other beginners:

  1. Approach: Don’t run straight at your opponent. Circle them, dash in and out, and bait them into attacking first.
  2. Punish: When they miss an attack or a dodge, close the distance and start your three-hit light attack chain.
  3. Extend: After the third hit, the opponent is launched. Use a special move (like Martial Artist’s uppercut) to hit them again before they land.
  4. Back off: After your special move, dash away. Do not chase. Wait for your cooldowns and repeat.

The most common beginner mistake is trying to land a fourth or fifth hit after the combo. The game has a damage cap and a recovery mechanic that lets the opponent escape if you keep attacking. Stop after your extension and reset.

Common Problems and How to Fix Them

Here are the three biggest issues new players face and the direct fixes:

  • Problem: I keep getting hit while attacking. Fix: You are mashing the attack button. Each attack has a start-up animation. If your first attack misses, do not press the button again. Dash away instead.
  • Problem: My combos never land. Fix: Your timing is off. The window to start the next hit is very tight. Practice in the training area against a dummy until you can do the three-hit chain 10 times in a row without dropping it.
  • Problem: The opponent always dodges my ultimate. Fix: You are using it from too far away. Use your ultimate as a combo finisher, right after your special move extension, when the opponent is still in the air. They cannot dodge while in hitstun.

Ultimate Usage and Meter Management

Your ultimate meter fills as you deal and take damage. Once full, you can activate a powerful mode that lasts a limited time. In this mode, your attacks do more damage, and you gain access to a devastating finisher move.

The optimal time to use your ultimate is not at the start of the fight. It is when you have already landed a combo and the opponent is at low HP. Activating it mid-combo (after your special move extension) is the most reliable way to hit the finisher. Using it as a panic button when you are about to lose is almost always a waste, because the activation animation leaves you vulnerable.

Training Routine for New Players

You do not need to play real matches to improve. The game has a training mode with a stationary dummy. Spend 10 minutes before your first match doing this:

  1. Practice the three-hit light attack chain until it is muscle memory.
  2. Practice the chain into your special move extension (e.g., uppercut) 20 times.
  3. Practice dodging: set the dummy to attack, and dodge through its attacks 10 times in a row.
  4. Finally, try a full sequence: dodge, three-hit combo, special move, then back off.

This routine teaches you the exact muscle memory you need. After a few sessions, you will find that real matches feel slower because your hands know what to do.

Frequently Asked Questions

Is there a block button in Strongest Battlegrounds?

No. There is no blocking. Your only defensive tools are the dodge dash (which gives brief invincibility) and movement. This is why spacing and timing are so important. If you are not attacking, you should be moving or dodging.

Which character is the strongest for beginners?

The default Martial Artist is the strongest for learning the game. He has no gimmicks, his moves are straightforward, and his stats are balanced. Once you master his combo timing, you can apply the same fundamentals to any other character you unlock.

How do I get more damage in my combos?

You extend your combo with a special move after the three-hit chain. The exact extension depends on your character. For Martial Artist, it is the uppercut move. Also, make sure you are not delaying your inputs. The faster you chain the hits, the more damage you can do before the opponent recovers.

Why do my attacks miss even when I am close?

You are likely attacking while moving forward, which causes your character to lunge past the opponent. Stand still for a split second before pressing the attack button, or use your dash to close the distance and then attack immediately. The game has a slight auto-aim, but it does not track a moving target well.

What is the best way to counter a spammer?

Wait for them to attack first. A spammer will always throw out a move. Dodge through it, and then punish with your full three-hit combo. The dodge gives you enough invincibility frames to get behind them, and their recovery animation leaves them completely open.

Related

Formula used
in t | Combo Time | s | 3 | 0 | 10
in d | Damage per Hit | dmg | 15 | 1 | 100
in h | Total HP | hp | 100 | 1 | 1000
out dps | DPS during combo | dmg/s | (d * 3) / t | 2
out total | Total Combo Damage | dmg | d * 3 | 0
out pct | HP Remaining | % | ((h - d * 3) / h) * 100 | 2

Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work

Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.

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