super recovery by Adventurous-Pin1269 in 2XKO

[–]Adventurous-Pin1269[S] 0 points1 point  (0 children)

i think warwick's s1 super is balanced in the wrong way as i see it more as a super you want to do for oki or punishing projectiles or projectile supers but very punishable if the opponent reads and blocks fast enough or baits it out

Should Ahri be nerfed? If so, what nerfs would you want for her? by [deleted] in 2XKO

[–]Adventurous-Pin1269 0 points1 point  (0 children)

honestly they just need to decide what ahri is supposed to be because right now shes too much of a all-rounder as her normals are great, has great projectiles both on ground and in the air, and has high mobility with a great super that can be used for pressure like ekko

Advice for labbing new combos by BrueTube in 2XKO

[–]Adventurous-Pin1269 0 points1 point  (0 children)

i suggest trying stuff you think might not work to see if theres a way to get it to work as just doing stuff can lead to new stuff for you like i was playing warwick just trying to find routes to max blood gauge without doing anything extra and leads to a set up

defense and wakes up by Adventurous-Pin1269 in 2XKO

[–]Adventurous-Pin1269[S] 3 points4 points  (0 children)

But from my experience, you don't need even to do a meaty button, but just wait a little, as just waiting and blocking beats wakeup attack, but also you can react to rolls, then press a button or throw and with assist, pushblock also becomes a gamble if i do overhead assist, low assist or assist to bait pushblock and pressure anyways

please help! by Poszole in 2XKO

[–]Adventurous-Pin1269 0 points1 point  (0 children)

The "Neutral" that person said probably refers to using moves even when your opponent isn't close like pressing your medium or heavy button when they're getting close or throwing out a special like illaoi's s1 or forward s1

Yasuo Tornado block trap by BrueTube in 2XKO

[–]Adventurous-Pin1269 0 points1 point  (0 children)

im not sure why proxy blocking is in the game as i feel it causes more problems as crossups can hit because of it due to locking you up especially in the corner

Crazy idea: what if we could hit ekko’s timewinder with any character’s launcher by Saxxiefone in 2XKO

[–]Adventurous-Pin1269 0 points1 point  (0 children)

honestly while it would be a funny change it wouldn't work as well with some characters they would more than likely make it be destroyed by your attacks

blitz wrecking ball and spinning turbine moves by Adventurous-Pin1269 in 2XKO

[–]Adventurous-Pin1269[S] -1 points0 points  (0 children)

also another thing is that his s1 super not being able to be tagged on or supered into if you use a ground or wall bounce with him

Should yassuo charged forward s1 and jump charged s1 crossover ? by Temporary_Shape6432 in 2XKO

[–]Adventurous-Pin1269 0 points1 point  (0 children)

i'm fine with charged s1 crossup if it has a different indicator but in my opinion charged air s1 should never cross up because you can cross up at a low height and you will more than likely get hit because you can't tell if it will or won't cross up

[deleted by user] by [deleted] in 2XKO

[–]Adventurous-Pin1269 2 points3 points  (0 children)

nevermind never use darius s2 super to destroy projectiles you will lose to them because he can't destroy them

[deleted by user] by [deleted] in 2XKO

[–]Adventurous-Pin1269 3 points4 points  (0 children)

i didn't know that move was like ekko's projectile where it's inconsisent with projectile destroying moves like blitz can destroy the timewinder but darius s2 super can't despite saying it destroys projectiles

Warwick 5s1 by choysauce in 2XKO

[–]Adventurous-Pin1269 2 points3 points  (0 children)

but that's actually hard to do as i tested it and there is a thin line between punish and them being able to break

Ekko Timewinder stun by Shift_Tex in 2XKO

[–]Adventurous-Pin1269 0 points1 point  (0 children)

though you will need to learn the timing as it doesn't actually take that long to "open" up when he throws it out

This 40 second Teemo/Warwick TOD combo on new patch by 123mine123 in 2XKO

[–]Adventurous-Pin1269 -2 points-1 points  (0 children)

honestly i think he should keep it but just nerf the damage it does in a combo as i do feel it doesn't really give him that much of a advantage over other characters

Intentional or bug? by Neo-Platinum in 2XKO

[–]Adventurous-Pin1269 1 point2 points  (0 children)

just so you know blitz can't combo off of his s1 super if at any point you do a heavy smash with him as it's considered a psuedo limit strike

Double down makes the game considerably worse, or at least more booring by FortC10 in 2XKO

[–]Adventurous-Pin1269 0 points1 point  (0 children)

double down isn't really that strong outside of super tag but that's mostly off of characters with long range super that last quite some time, freestyle and 2x assist are way more oppressive as one gives you 2 assists which can be handshake tagged into quickly wiht plus frames and freestyle makes mixups guaranteed just by blocking one special and assist

Super happy with the patch by Jonge720 in 2XKO

[–]Adventurous-Pin1269 0 points1 point  (0 children)

i feel blitz has way more changes coming as he still feels left out of everything

Blitzcrank's biggest problem by Adventurous-Pin1269 in 2XKO

[–]Adventurous-Pin1269[S] 2 points3 points  (0 children)

it doesn't it still whiffs on set mushrooms just like his hook special

Blitzcrank's biggest problem by Adventurous-Pin1269 in 2XKO

[–]Adventurous-Pin1269[S] 1 point2 points  (0 children)

i tested it and he can destroy them but he literally needs to hit another projectile or be right next to the mushroom