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

  1. Cast Flying Strike.
  2. Let Yamato start moving.
  3. Cancel at the right moment.
  4. 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.