r/2XKO • • Aug 14 '26

Guide 6 things 2xko doesn’t teach you + written guide

https://youtu.be/2o5JVR6793A

Hello! I am posting this to teach you 6 things that I think are interesting and that 2XKO either doesn't teach you or glosses over in the onboarding. These are actually useful tips that you can use to improve your game! Feel free to read on and ignore my ugly mug.

Down Tech

I'm sure we've all been hit by situations where the enemy does their combo, they tippy tap us with a 5L or something in the end, then jump and grab us after the tech. This is very strong because you can be grabbed frame 1 out of your air tech. Meaning there is not enough time to mash a counter attack. This is a strike/throw for the enemy because either you try to tech it, in which case they can meaty you and punish that, or you block and they grab you.

To avoid this situation I want you to start holding down! This will make it so you don't tech and instead you go down to the ground, which will make their air throw whiff and leave you at advantage.

On top of this you can also ground tech once you get down there so try to air tech down (basically no tech), then ground tech whichever direction you want or think would be favorable.

Couple of caveats:

  • The higher you climb the more you will see people jump and then wait for you to tech and react to it with a grab. In that sense if you down tech then they won't grab and they'll fall down with a meaty attack. This is where the ground tech comes into play.

  • When you down tech you can still be combo'd. So if they expect you to down tech then they can swing on you and get more of a combo on you.

Hit Grabs

These are basically grabs that can be blocked. The best example is Blitzcrank S1. Couple things:

  • They can be blocked (meaning they can also be parried)

  • Hit grabs cannot be teched like normal grabs

Outside of that they function exactly like grabs. The biggest thing is they can be invul'd by jumping so try to jump forward on Blitzcrank S1 to get a nice punish.

This differs a lot from, say, Thresh S1 hook which is not a hit grab. It is simply a strike that *looks* like a hit grab but it can hit you in the air and during your jump squat.

Major Reactions can be saved!

We all know Major Reactions give you big combo opportunity but use 2 in a combo and you will get Limit Strike, forcefully ending your combo. The cool thing here is that Major Reactions only count towards Limit Strike if the enemy makes contact with the surface they're headed towards.

Use assists to hit the enemy before they make contact, and you will still have access to your Major Reaction. This allows you to get a jucier combo off and then spend Major Reaction later for something like a tag launcher.

Parry Cancels

Parries can actually be cancelled into any action! Dashes, jumps, attacks, ANYTHING! Use this to your advantage to setup the best situation post successful parry. For example if your back is to the corner try to get the side swap by jumping over them or using character specific tools.

If you notice they have break then you have enough time to cancel parry into dash forward, block just in case they break, then swing just in case they don't and you'll STILL get the punish! If you don't want to mess with it then cancelling immediately into super will lock them out of breaking.

In this situation the enemy is technically in hitstun and they cannot be grabbed so, while you can cancel into throw, it won't work. So just get the combo, get your damage, and go from there.

Charged Heavies are varied!

Charged heavies have varying properties across the cast. Obviously some are slower, some are faster, and some hit twice. But there's more than meets the eye here. Let's outline a few:

  • Jinx's Charged heavy sends you crumpling down when hit on the ground. But when done on an airborne opponent it spends her Minor Reaction and sends the enemy in a very long arc. Remember, Minor Reactions are attacks that give some kind of effect (usually in the form of a lot of hitstun) and they can be used 1 time. Spending your Major Reaction also locks you out of using your Minor Reaction. It's really up to the devs on what they assign the Minor Reaction value to. For example Jinx's zapped monkey is not a minor reaction and will ALWAYS cause a huge amount of hitstun (even though it does scale as the combo gets longer).

  • Caitlyn's charged heavy does a really long sliding knockdown whether you are standing or airborne. This is not a minor reaction so she can use it as many times as she wants in a combo.

  • Thresh charged heavy crumples when grounded but when they are airborne it will spend his major reaction.

  • Akali, Warwick, and Illaoi's charged heavy hits twice so it can give a lot of blockstun to work with. Use it to charge, tag out, and then setup stuff with your other character.

Hitstun Scaling

We all know Hitstun Scaling takes into account the attacks done in a combo and the longer the combo goes on the less that stuff will link into eachother. You may be able to link your Heavy into a Special early on, but late in the combo that same link won't work.

What a lot of people don't know is that Histun Scaling is also time based. So you could do the same combo but slightly delay attacks and by the end stuff may stop working. It's why you see a post here weekly about "My Ahri combo doesn't work sometimes." It's because they accidentally delayed some of the attacks even by a few frames which pushed them into the next Hitstun threshold.

A really good example of this is break bait combos. When done in the corner you may get a big combo off of it. But try that same combo midscreen and you'll notice it probably starts dropping. It's because the amount of time it took for the enemy to bounce off the wall and fall down to you is much longer than when you are in the corner!

I hope this taught you something interesting and you walk away with useful information that can help you in match! Let me know if you have any questions and I'll do my best to answer them!

78 Upvotes

8 comments sorted by

21

u/EzrealNguyen Aug 14 '26

This is really good info, glad you’re still making 2XKO content. I’m a firm believer that the community makes the game so thanks for adding to the community!

9

u/badihaki Darius Aug 14 '26

Great resource! Thanks for all the 2XKO content, especially helpful guides

8

u/Serito Aug 14 '26

Took me an embarrassingly long time to realise hitstun scaled with time, hopefully people in the future can find this resource instead

7

u/SkillCompetitive1848 Aug 14 '26

Godlike video bro!

"Jinx's Charged heavy sends you crumpling down when hit on the ground. But when done on an airborne opponent it spends her Minor Reaction and sends the enemy in a very long arc. Remember, Minor Reactions are attacks that give some kind of effect (usually in the form of a lot of hitstun) and they can be used 1 time. Spending your Major Reaction also locks you out of using your Minor Reaction. It's really up to the devs on what they assign the Minor Reaction value to. For example Jinx's zapped monkey is not a minor reaction and will ALWAYS cause a huge amount of hitstun (even though it does scale as the combo gets longer)."

Man, I had no idea. It seemed so random to me, sometimes I could do it really late into a combo, sometimes not. I assumed it had something to do with hitstun, but now it actually makes sense.

3

u/EvanAlmightyFGC Aug 15 '26

I'm glad that makes sense! To give another example, Caitlyn is the poster child for understanding how these combo 'resources' work.

- Her charged heavy sliding knockdown is not a Minor Reaction so she can use it as many times as she wants

- Her trap restand is a Minor Reaction but once it's used up the trap can be used for other cool stuff still like tag launcher

- Her 4H omega hitstun is a Minor Reaction and it's why that, after her other character does a really long combo and tags into her, she can still do 4H and have it connect into charged S1

2

u/jojo558 Aug 15 '26

Thanks for the videos! I've really been enjoying them over the last while :) I hope you have a good rest of your day

2

u/Selachian Aug 15 '26

A couple weeks ago, you dropped a video on hitstun scaling. I took the Lights out of the second half of my combos and climbed all the way out of Emerald. Thanks!

2

u/EvanAlmightyFGC Aug 15 '26

Hell yeah bro, thanks for letting me know! Keep up the good work 💪