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How to Cancel Front Dash in Strikeborn (Input, Timing, Uses)

How to cancel a front dash in Strikeborn: jump mid-dash to feint it, what the cancel does to front dash vs back dash, and follow-ups like side-dash block bypass. Keybinds and balance may change—recheck after combat patches.

To cancel a front dash in Strikeborn, press jump (Space on PC) in the middle of the front dash, before the dash's hit comes out. The dash is cancelled completely, the opponent takes nothing from it, and you land with a small bounce off the ground.

How the cancel works: the input

The front dash cancel (often called a front dash feint) is a jump input mid-dash:

  1. Press the front dash key toward your target — typically Q on PC, which is a common battlegrounds default shown in creator HUDs rather than a confirmed official bind, so check your own settings.
  2. Press jump mid-dash, before the dash's hit would come out.
  3. The dash cancels entirely and you land with a small ground bounce, catching opponents who expected the front dash hit.

Front dash cancel vs back dash jump

The same "jump the dash" idea behaves very differently on each dash. Jumping mid-front dash negates the hit and gives you the small bounce — it works as a feint tool. Jumping on the grounded back dash sends you upward and away quickly, but it carries end lag that can let an opponent start a combo on you, making it an escape with recovery risk.

Two related details: the back dash itself counts as a dodge for the game's dodge mechanics, while the front dash does not.

Follow-up options

  • Block bypass mix-up: front dash at someone so they block, cancel by jumping, then side dash to get around their block — the standard reposition after a cancel.
  • Feint approach: the cancel makes the opponent brace for a hit that never comes; one creator describes jumping over a blocker after the feint to land behind them.
  • Defensive cancel: if you front dash into a waiting opponent who would get a free air combo off your dash, cancel immediately by jumping so they don't get that punish.
  • Stacked front dash (context): with two crit/black-flash stacks, the front dash itself becomes enhanced — block-breaking with roughly double damage — which changes how opponents must react to your dash pressure. This comes from early-access creator guides and may shift with balance updates.

Timing cues and common mistakes

The window is "mid-dash": jump during the front dash travel, before the hit comes out. Jump too early and you never committed, losing the feint; jump too late and the dash hit already came out, giving the opponent what they were waiting for. There is no exact frame timing to quote — recheck feel after combat patches, especially since recent patches have already removed one front-dash-based Guts extender.

Character choice matters too: creator guides recommend Guts players front dash rarely, since his front dash is slow and his M1 range already covers approach — side dash into M1s is the better opener. Finally, dashes are a limited resource tracked by dash pips on the HUD, not a walk button. A cancelled dash still spends a commitment you may want for escaping or extending, so don't dump pips on approach.