Every style in Untitled Boxing Game shares one combo input, and it isn't listed under any style: the feint. Press heavy, cancel into light before the heavy lands, and the opponent blocks a punch that never arrives while the real one is already touching their jaw. It costs nothing to learn, wins rounds at every level of play, and no competitor site gives it a proper page โ so here is that page. Inputs, timing, the new reverse version, the tell-tale ping, the stamina bill, and the counterplay, all documented between the official game page and the community wiki record.
The Feint Input: M2 + M1
The official bindings put it plainly: Feint = M2 + M1 on PC โ right click, then left click before the heavy registers. On controller it's Heavy before hit, then Light; on mobile, the same Heavy-into-Light cancel. The window is "before the hit," not "before the windup": cancel too early and nothing happens, too late and you simply threw a heavy.
What you're actually doing is exploiting the opponent's eyes. The game shows your heavy windup โ the full-body highlight, the telegraph โ and their correct response is to block. But the light punch comes out faster than the heavy you promised, so it lands first. The feint is the only input in Untitled Boxing Game that attacks the opponent's reading instead of their guard, which is why it never stops working entirely, even at high levels.
The timing drill is ten reps before every session: heavy, cancel, heavy, cancel, until the two clicks feel like one motion. Muscle memory matters here more than reaction speed, because under pressure your hands default to whatever they've drilled.
The Reverse Feint: The New Half of the Trick
A recent update added the mirror image: canceling an M1 into an M2. The community wiki record documents three effects. The heavy's windup comes out faster. It cannot be double dashed โ the escape route against normal heavies is closed. And the damage is reduced with a hard cap, specifically so that heavy-hitting styles like Smash and Iron Fist can't cash the speed for full price.
Think of the two versions as a question and its inversion. The classic feint says "I'm throwing a heavy" and delivers a light. The reverse feint says "here comes another jab" and delivers a fast heavy. An opponent who has learned to answer the first one is now wrong about the second one โ which is the entire job description of a mixup.
The Ping: The Sound That Keeps It Honest
Every feint in Untitled Boxing Game emits a high-pitched ping, audible to both players. That sound is the mechanic's built-in honesty clause, and it cuts both ways.
For the person feinting: your opponent knows you have the tool, so every real heavy you throw now carries a shadow of doubt. For the person defending: the ping is a counter. The wiki's own advice is to count them โ against a serial feinter, hearing the ping tells you the "heavy" you're about to block may be another ghost, and the correct answer becomes an early dash through the light punch instead of a block at all.
There's also a short cooldown after each feint before the next one can come out, and the stamina cost is real: the cancel spends the stamina of both inputs, not one. Spam the trick and the blue bar empties, and an empty bar in this game means a two-second stun with your hands down. Feint with intent, not with panic.
When to Use It (and When Not To)
The cancel is cheap to describe and expensive to use wrong. A short situational checklist, built from the same reading skills as any boxing match:
Reach for it when the opponent is guard-happy. Some players block at the first sign of a windup every single time โ the highlight glow goes off and their finger finds the block key on reflex. That habit is exactly what the cancel punishes, and it keeps punishing it until they adapt. Watch two or three of their defensive choices early in the round; if block is the answer, the trick is the question.
Reach for it when they're winning the dodge guessing game. If your real heavies keep getting perfect dodged, the opponent is reading the highlight and pre-aiming their timing. A cancelled heavy doesn't arrive where they aimed. You're not doing damage with the cancel itself โ you're taxing their confidence in what they saw.
Keep it in the drawer when your stamina is low. The double stamina bill is the trap. Below roughly a third of the blue bar, one cancelled heavy into one real exchange can put you at zero, and a stamina break with your hands down is a round you handed over. At low stamina, plain blocking and single jabs are the honest plays.
Keep it in the drawer when they've stopped blocking. Against an opponent who answers everything with dashes, the ping stops mattering โ they were never going to block the heavy you promised. The counterplay ladder below is what those players force you into, and it's worth knowing you'll be dragged there.
Feint vs. the Rest of the System
The feint doesn't live in a vacuum โ three documented interactions shape when it's strongest:
- Backdash degradation. Once an opponent hits the third degradation stage (60+ points from repeated backdashes), they cannot dodge feints at all. Against runners, the feint stops being a mixup and becomes a tax they already agreed to pay. Our full mechanics guide covers how the points stack up and how landing punches sheds them.
- Fixed-direction heavies. Styles whose heavies always come from the same side โ Wolf is the documented example, with its left-hand heavy and right-hand White Fang โ get predictable, and predictable heavies get perfect dodged. The Wolf community's own tactical pages call feints the cornerstone of the style for exactly this reason: enter range behind a feint and the perfect dodge aim has to guess.
- Style-specific storage. Wolf again: a heavy feint clears stored Fang energy, so even the cancel has a cost in some kits. If your style keeps a resource, check whether feinting spends it.
How to Counter a Feint Spammer
The counterplay ladder, in the order opponents usually climb it:
- Stop blocking early. The feint punishes the block button specifically. Against a known feinter, release the guard and move.
- Dash through the light. The follow-up M1 is fast but thin โ a well-timed dash turns their two-stamina cancel into a whiff you can bill them for.
- Feint the feint. Once they expect cancels, a real heavy lands. The mind game is symmetric, and that's the point.
- Make them pay stamina. Every cancel costs double inputs. Force exchanges, let them cancel themselves into a stamina break, then collect.
FAQ
How do you feint in Untitled Boxing Game?Press M2 (right click) and cancel into M1 (left click) before the heavy registers โ the official binding lists Feint as M2 + M1. On controller: Heavy, then Light before the hit.
What does the feint ping mean?Every feint plays a high-pitched ping audible to both players. If you hear it, the "heavy" being wound up may be a cancelled one โ that's your cue to dash instead of block.
Why is my feint not working?Three usual causes: canceling too early (before any windup shows), canceling too late (the heavy already registered), or trying to feint again inside the short post-feint cooldown. Stamina at zero also means no inputs at all.
Does every style have the feint?Yes โ it's a universal mechanic, not a style ability. Every style benefits, and styles with predictable fixed-direction heavies (Wolf being the clearest case) benefit most.
What is the reverse feint?The newer mirror input: cancel an M1 into an M2. The heavy comes out faster and can't be double dashed, but deals reduced, capped damage. It answers opponents who've learned to dash through classic feints.
How much stamina does a feint cost?Both inputs get charged: the heavy you started and the light you cancelled into. Exact numbers vary by fighting style and aren't published โ treat every cancel as roughly two punches of stamina, and budget accordingly.
Inputs verified against the official Roblox game page; mechanics detail cross-checked with the community wiki record, August 2026. Re-verified monthly โ new updates keep touching this system.