The short answer
To pin in Wrestle Bros: wear the opponent down until they are on the mat, stand next to them, and double jump with your jump key. The pin is not the action key, and it does not work on a standing opponent.
The three-step pin sequence
Think of the pin as the last step of a sequence, not as a move you can force at any time. Each step sets up the next one, and skipping ahead is the most common reason a pin attempt fails.
1. Win the exchanges
Block when the opponent attacks, then answer while they recover. A knockdown is the reward for winning a few exchanges in a row, not for one lucky jump.
2. Wait for the downed state
The opponent must be on the mat, not staggering or climbing back up. Watch the moment they land and stay down; that is your cue to move in.
3. Double jump next to them
Close the gap, then press jump twice in quick succession. The second jump starts the pin. Do not reach for Space or Enter; that is the action key, not the pin.

Step 1: set up the knockdown
The pin opportunity is created before the opponent hits the floor. Stay at a distance where you can block an attack but still step into range. If you hold block all the time, the opponent can back away and reset; if you attack from too far out, you spend the match swinging at air.
A practical rhythm is block, answer, reposition. You do not need a long combo. You need the opponent to commit to an attack, then to be out of position when it misses. Repeat that until they go down.
Step 2: read the downed state
There is no separate pin meter to fill. The cue is the wrestler’s position: flat on the mat and not immediately bouncing back up. A wrestler who is still sliding, tumbling, or recovering is not a valid pin target yet.
This is also why mashing jump randomly does not work. A double jump used while the opponent is standing is just a jump. It leaves you in the air while they are free to move, which is the opposite of what you want.
Step 3: time the double jump
Move close first, then jump twice. Doing it the other way around gives the opponent time to roll away. The second press is the one that matters: it turns the jump into the pin attempt, so the two presses need to be close together rather than one jump per second.
In local two-player mode, both players follow the same rule with their own jump key. Player 1 double-taps W; Player 2 double-taps the Up Arrow. Online, the same input applies, but a stable connection matters because the pin window is short.
Why pins fail
- Jumping too early. If the opponent has not settled on the mat, the pin does not start and you land next to a wrestler who is about to get up.
- Pinning from too far away. The double jump has to connect. Close the distance before the second press.
- Pressing jump once. A single jump is only a jump. The pin comes from the second press.
- Using the action key. Space or Enter is not the pin. Switch to the jump key for the double tap.
- Attacking a downed opponent. Extra hits can look useful, but they use up the window you need for the pin.
- Losing keyboard focus. If the page scrolls instead of jumping, click the game once. Missed inputs look like bad timing even when the timing was fine.
Practice drills
Pin timing improves faster in short, focused matches than in long brawls. Use Tournament so you get repeated attempts against the same type of opponent.
- Movement only. Spend one match staying in range and blocking. Do not attack unless the opponent is wide open. This teaches you the spacing the pin needs.
- Knockdown, then stop. In the next match, attack until the opponent falls, then pause and look at their position. Learn what “down” actually looks like before adding the jump.
- Ten pin attempts. Finish the third match with double jumps only. Count how many connect. The number matters less than noticing whether the misses were early, late, or too far away.
Pin or knockout?
A pin is the deliberate finish; a knockout is what happens when the match ends through damage. If you keep attacking a downed opponent instead of pinning, you may still win, but you give them more chances to recover. Once you can recognize the downed state, the pin is the more controlled way to close out a match.
The key layout for both players is in the Wrestle Bros controls guide. If the game will not load at all, start with the unblocked play page.
Try the sequence in Tournament
Tournament gives you repeated pin chances without waiting for a second player. Open the game, win a few exchanges, and watch for the moment the opponent stays on the mat.
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Wrestle Bros pin FAQ
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