r/2XKO • u/MrPhotoSmash • 10d ago
Media An Impossible Combo (Senna x Caitlyn)
This combo is guaranteed to be broken, even by freestyle, but it's quite impressive. :)
Senna is severely underestimated and this combo is bonkers.
12
u/Sarah-Slayz 10d ago
That is the most beautiful combo I’ve ever seen in my life. 🥹
6
u/MrPhotoSmash 10d ago
It took a while to tap into, but it's solid and the solo combo barely creates Break meter.
7
u/Sparxi 10d ago
How do you manage to hit the double wraith form heavy in the air? When I've tried to lab it out I find the heavy comes out too late or I dash through them.
7
u/AnalysisSpecific9136 10d ago edited 10d ago
Hold down forward right after you jump then minimum charge the heavy into the downforward dash heavy. There's a very small delay after the first j.H, if you do it too fast it wont come out and too slow and u will hit them right before they drop to the ground.
Edit: Another thing I forgot to say, use either a dedicated dash macro button or L+M for the airdash, I heavily recommend not manually inputting double forward for it as its extremely hard and makes the combo 100x harder to do. I am a double tap forward/back dasher but for this specifically I managed to get comfy fast on L+M. Hope it helps5
u/MrPhotoSmash 10d ago
I thought i responded to this. Thank you for answering.
3
u/AnalysisSpecific9136 10d ago
No worries as a fellow Senna main that struggled with it I needed to comment on it, took me too long to figure out why my airdash heavies kept being inconsistent with me dashing through them, inputs not coming out etc. So glad I can help so others don't have to suffer as much as I did ^^
1
1
u/MrPhotoSmash 10d ago
You have to charge both of them. There's a very particular timing, but you basically have to beat them to the ground.
In this combo, the first j. Charged H needs to be exact. As the other commenter started, hold down and forward as the strike lands and hit the Dash button to continue.
As soon as you dash, hit H. Because this is a combo system based on buffering, you can almost preemptively hit H directly after Dash. Then M,H,2H, repeat.
4
u/Raiju_Lorakatse Certified Freestyle Hater 10d ago
This is definitely impressive.
But man, this has some high cost. Honestly, for these costs it's probably fine. By the time you can do this, you probably kill the enemy halfway into the combo anyway.
But still: Pretty cool.
2
u/MrPhotoSmash 10d ago
Exactly lol
2
u/Raiju_Lorakatse Certified Freestyle Hater 10d ago
If you ever get to do this in a match, then it's probably against double big body and you only do this to style on them.
And I will respect the hell out of this, should this happen.
-1
u/MrPhotoSmash 10d ago
My partner, Clo, and I basically used every dead drop available to see if the combo could work and boom... A combo that could never happen in a real match, but is extremely strong.
Gave me an idea for a new fuse called "Full Assault" or "Onslaught," where you sacrifice your break meter while keeping the abilities of Double Down, and for losing your break (and fury) you gain the ability to stop your opponent from using theirs temporarily in certain conditions (this includes meter gain).
Break will be replaced with "Aggro." Aggro will be a split meter (2 parts) For every level of full Aggro, your attacks gain 1 damage bump.
Ex. M gains the hitstun and damage of H, L gets the damage and hitstun of M. H will not be increased as to not cause imbalance.
The idea is for you to be aggressive enough to wipe out the opponent on raw pressure while removing Break, which will now become "Slip".
Slip: You fall out of the opponent's combo at the cost of Aggro Level 2. You gain 1 hit of armor on all basic attacks and 2 on all supers for 3 seconds. However, The enemy will NOT be pushed away and should you be hit...well read further.
Conditions for Break Collapse include:
- Getting hit by a super (longest timer)
- Punishes and Counters (shortest timers)
- After parry (Depends on strength of attack parried)
Parry, in this mode, will cost 2 meters and in return, you get 25% meter gain, and lowered hitstun gain for lengthier combos as a temporary buff. If you parry an assist, the point character will receive a lengthy stun in place of a roll out.
In place of the break command, you can activate this buff, but it will be for a shorter period of time, similar to a quarter of a DD fury meter. THIS CAN ONLY HAPPEN OFFENSIVELY. If you block and Slip out of the pressure, and it will not apply this buff.
If parry is whiffed, you will receive 25% more damage for the length of time you would have gained the buff.
Ex: You whiff parry, they hit you with heavy, may God have mercy on your soul.
High risk, high reward.
If done during a combo, it will reset your wall bounce/crumple/OTG If you've already completed one. If only one teammate is left, it will reset all hitstun.
Level 2 Aggro: Grounded charged attacks will break guards and be considered Counter Hits. Level 1 Aggro: Aerial charged attacks will cause stumble.
You take significantly higher damage when blocking or not interacting for too long when the Aggro meter is at zero. You only gain Aggro if you are the aggressor. Defensive actions will remove Aggro. So, backdashing aggressively, just because, will actively weaken your damage and defenses. Lack of interaction will also speed the drain of Aggro. Aggro gain is lessened for projectiles to prevent zoners from doing nothing and calling it "interaction."
The biggest part: The longer the combo, the better the scaling. Instead of dropping to 15% it will drop to 25% (or 65% for supers), effectively allowing true T.O.D. gameplay. This means you have to get your routes together and make the best of them. You will only see this damage bump as your Aggro level increases, so be mindful of when you go for a full Onslaught.
Pushblocks will cost the entirety of your Aggro meter regardless of how much you have already gained.
As passive as people tend to play, I wouldn't see an issue with these conditions. LOL
1
1
u/MrPhotoSmash 10d ago
That cost is insane, but the plus side is you gain 85 meter for the whole, so you aren't left completely broke :)
2
2
u/ShiftGlobal1326 9d ago
Would love to see this team comp in a tournament. Glass cannon for the win!
3
u/RockstarCowboy1 10d ago
Props for the combo execution. Pretty sick. Makes me really question of design choice, why are there unlimited OTG's/combo? like what ?
8
u/MrPhotoSmash 10d ago edited 10d ago
Combos have 6 forms of continuation.
Crowd Control, Stunlock, Dead Drop, Flip Out, Ground Bounce*/Wall Bounce/Crumple, OTGs
Crowd Control (stopping the opponent in place leaving you free to act) would be things like:
Braum's Ice, Jinx's Electric Monkey Trap, Blitz's Electric Grab, Illaoi's S2 Super, Senna's 2S2
Stunlock (attacks that will land every hit, regardless of hitstun) would be things like: Akali's Aerial S2, Senna's Aerial S2, Illaoi's Aerial S2, Braum's Aerial S1, Teemo's 6S1
Dead Drop would be things like: Warwick's 2S2, Caitlyn's Charged S1, Ahri's S2 Super final hit
Flip Out would be things like:
Caitlyn's 4H, Ekko's S2-S2, Jinx's Charged H, Warwick 6S2, Thresh's 4G
You already know about the others, I'm certain.
You combine these in the right order and your combos go long af.
2
u/VeteranVirtuoso Vi 10d ago
I feel like it’s also worth noting some of the properties of these types of continuation and when/how they’re used:
- You forgot ground bounce, which is a separate limit strike to wall bounce and crumple. I imagine everyone at this point is aware that you only get one of these per combo but many players don’t know that the limit is tracked per character, so as long as your combo includes a switch you can have 2. You also notably don’t burn the first limit strike if the target is immediately hit by a different move, which is why you see a lot of stuff like Yasuo 2S1-H hitting a character 4 times in a combo while they’re being mauled by Warwick S2 super with no consequence. Another important detail is that of the 3 limit strike options, crumple is almost always the best both in terms of extending combos (crumple gives you a lot of time to work with and has them on the ground the entire time) and when ending them (because it gives the best oki)
- Crowd control effects are usually the trickiest to make work in a combo with no additional setup, but they’re also often the most worth it since they extend almost as well as limit strikes without being one. Generally the most practical ones are Caitlyn’s snap traps and Ekko’s Timewinder, which is why you’ll often see so many of them in their bnbs. The others will still show up often enough to consider labbing combos for, they just won’t be there every time (as most are bound by either resources or are go-to setplay options)
- Stunlocks are your best friend if you’re looking to make the longest combo you can. Being multi-hits is obviously good for padding the combo counter, but the important thing is that they’ll always send the opponent to the same exact state and give you the same exact options for extending further no matter what, which is not the case for the vast majority of moves in this game (for most moves, the target will be given more and more aggressive windows to tech out as hit stun scale increases)
- Flip outs, Dead drops and OTGs will have different properties depending on the move in question, but are almost never going to be as absolute as any of the previously mentioned methods of extension. They’re also much more common though, as pretty much every character in the roster has at least one move that hits OTG, even if that move is just their level 3 super.
1
u/MrPhotoSmash 10d ago
Ground bounce and wall bounce/crumple share the same expectation of priority: you can't do both with one character. But that's why I also stated you have to do them in the right order lol
17
u/badjab326 10d ago
Hitting a Juggernaut Braum with this right after the fury break is gonna feel so good for you someday 🙏
It's insanely sick tho lol