how to cancel yamato grapple as yamato
In Deadlock , the common way to cancel Yamato’s grapple is to cast Flying Strike, then cancel it mid-flight with the game’s cancel/buffer input so you keep the momentum without committing to the full pull. A community guide describes the practical version as: start Flying Strike, wait until the grapple has begun moving, then cancel it shortly after to preserve launch speed; many players follow that with a double jump or slide for extra distance.
Quick scoop
- Goal: keep the dash momentum, skip the automatic hit at the end.
- Timing: cancel after the grapple starts, not immediately on cast, or you lose the launch effect.
- Use case: this is mainly a movement tech for repositioning, escaping, or getting onto targets faster.
Practical inputs
The exact key depends on your controls, but players commonly report cancelling with the default spacebar / jump timing or another movement-cancel input depending on their setup. Some players also chain it into slide, melee, or a follow-up ability once the momentum is preserved.
Simple example
- Cast Flying Strike.
- Let Yamato start moving.
- Cancel at the right moment.
- Use the preserved momentum to slide, double jump, or engage immediately.
What people mean by “cancel”
In forum talk, “cancel Yamato grapple” usually means animation-canceling Flying Strike rather than interrupting it for nothing. That distinction matters because canceling too early can waste the move, while a well-timed cancel keeps the speed and makes Yamato much harder to read.
TL;DR
Cancel Flying Strike after it launches to keep momentum, then chain movement options like jump or slide for extra distance. If you want, I can turn this into a one-line input guide for your control scheme.