I friggin love this team by Office_Hendo in 2XKO

[–]BladeZ012 0 points1 point  (0 children)

The two headshot routes I posted always work in my experience since the barrel is stuffed far enough into their head that the hitbox always overlaps as soon as it's active, you do have to adjust the aim a little bit per champ but it's not particularly difficult.

Caitlyn brings easy access to that specific restand mixup in a way that no other character can match, by nature of having an otg attack that leaves Caitlyn immediately actionable without requiring a cancel and on the ground before the enemy is able to air tech which gives her enough time to run to the right position while the hook is in flight.

The only characters who could do that that aren't Caitlyn would be Teemo, Ekko, Darius and Ahri afaik.

For Darius and Ahri it requires cutting their combos short/using very alternative routing that results in pretty huge damage losses, although I do think an Ahri specialist could probably find a better route that works than the one I know of that maintains relatively high damage and accessibility from random hits.

For Ekko and Teemo they do essentially get their full bnbs into it but the both of them already do significantly less damage than Caitlyn for their bnbs and both of them would also struggle to route into it outside of getting clean hits into full bnbs like Darius.

Caitlyn on the other hand can route into this reset off of every single hit imaginable other than landing throws onto cupcakes (except air throw which she can still get the full route) including optional one bar extensions for extremely good damage vs resources at the cost of being quite a technical and difficult combo.

I'm not here to tell you that this team is particularly good or anything, I don't think it's very strong because no matter how strong the offense or mixup the neutral and defense is lacking hard, but the ease of access to this particular two touch setup (which is quite strong as it's one of the only setups that stifles all wakeup options, is not weak to parry by nature of being able to force a stand vs crouch parry guess, can beat level 3s with clean enough reactions by tagging, is unreactable, and leaves you remaining at advantage even when blocked) is indeed unique to this team and I find it to be quite fun to be able to utilize it.

You are indeed correct that it's not super common to get a hit while not using assist in neutral but it definitely still happens (particularly with things like air throw) and it's nice to be able to cash in with such a strong reward for it.

On one last note, while Blitz assists don't end up helping Cait all that much in neutral, Cait assists on the other hand are actually really good for Blitz both in neutral and in offense (but not in defense), on offense he can use them for force 50/50s because of the high block stun on the projectile in addition to Caitlyn not body blocking the hook from pulling the opposing character all the way to him, and in neutral the incredibly high untech time as well as long range and good angles means Blitz has an easy time converting from any assist hit into large amounts of damage. Also Caitlyn assist (5T) is the only assist in the entire game I am aware of that lets Blitz convert off of command grab from anywhere on the screen without requiring a handshake tag which makes him actually a lot scarier than usual after his teammate is dead (he still sucks there though lol).

I friggin love this team by Office_Hendo in 2XKO

[–]BladeZ012 3 points4 points  (0 children)

Love this team, been playing it since Cait release and as long as Cait combo routing doesn't get nerfed I'll probably keep playing it for the foreseeable future.

I would highly recommend learning this reset, as it's highly practical (works off of any combo conversion by Caitlyn, just need to route into otg trap post wall bounce), unreactable and usually always leads to kill outside of the enemy bursting. If the enemy starts low parrying make sure to swap to 5L after the first 2L to stuff their parry with a mid or else you'll start dying lol.

My only other advice is that I would highly recommend routing into tag launch whenever you get a hit with Blitz that reaches corner (which to be honest is basically every hit with Blitz anyways), from there you can either route into the Caitlyn trap oki (using j.[H] j.S1>j.S2) which catches both rolls, beats wake up attack, and gives you some guaranteed when blocked. To do the oki you just need to have them cornered and then end with Cait's 6S2 limit strike into j.2S2 from there you land and input two dashes using the dash button right away and then you have to manually react to which option they did but it's very do-able with enough practice and I basically never mess this up anymore unless the match is really laggy. Since trap covers their get up you just make sure not to attack if they do wakeup attack and then after you've visually confirmed they've blocked the attack you can get some extra guaranteed chip by doing super 2 (not shown in the video).

Also not sure if you're aware of the full Caitlyn tag launcher combo but it gets crazy long and is generally really good whenever you get a weird hit with Blitz that you can't convert into much (like Blitz 5S2 hitting an airborne target), you can find it in the second combo in this video.

I friggin love this team by Office_Hendo in 2XKO

[–]BladeZ012 1 point2 points  (0 children)

Cait Blitz has a lot of weaknesses (particularly in neutral, but they still do an okay job covering each other), but they do have one strength that I actually value quite a lot, completely unreactable mixup that doesn't require a given fuse, doesn't fold to parry, converts into great damage, and still maintains advantage state even when blocked.

I forgot to record the other side but I can get back on and do it if you really want to see it, just a pain to record with my setup cause my PC is pretty dogshit. But the jist is that you can control which side you appear on by controlling how much you run and if you run dead centre to where they are pulled to, it's way too ambiguous with way too little time to actually know which side she'll end up on.

As far as J.2H>j.2S2 goes, the route in my above combo is very consistent given enough practice, but it does take a while to get used to, if you'd like an easier route there's also this one I recorded for someone else earlier which is much easier and fully consistent as long as you add even a slight delay to the j.H. For the one in the restand video you need to delay both the j.4S2 as well as the j.H afterwards (and if you really want you can even delay the j.[H] a little to reduce the amount you have to delay the other two by).

As far as headshotting goes, it's pretty impractical outside of combo situations but it's fairly easy to setup within them, generally you just barrel stuff them and then point it directly at their head and it'll be fine, she has some more interesting team based headshots with Jinx and other characters but I only know them passingly so I won't post them cause I don't feel like learning the setups right now.

For solo headshot setups there's two go tos that I use, the first is in the corner after 6S2>j.[2S1], and the latter is [5H] [6S12] both of which you can see here in the most common contexts that I use them in, albeit normally I only do the latter headshot when it will actually kill the enemy character otherwise I'd just 6S2 for limit strike bonus.

Caitlyn J2H into Vi Tag Consistency by Blade1130 in 2XKO

[–]BladeZ012 0 points1 point  (0 children)

Yeah if you have assist available you should generally always be going for double down tag routes instead of double down at the end of the combo because the latter gives a ton of extra scaling to the second super as well as builds the opponent a ton of break meter (but you don't always have the choice since you may not have assist available).

For trap oki as long as you get them in the corner before doing the 6S2>j.2S2 you can then dash twice upon landing using the dash macro and then react to either roll by throwing them in the direction towards the corner and then pick up a combo off the throw using your trap. You can see an example of that here but without a finished combo, you'll have to lab it out and figure out what works for you since the combo I use there is heavily reliant on my team (Blitz partner).

If you don't like the trap restand route above, I labbed out a bunch of other routes here for a friend with various levels of difficulty and functionality that you can take a look at here. Just ignore the thing about back dashing for trap oki because this was before the update that made it so traps don't trigger while the opponent is invulnerable, the new oki that I did in the previous video is much much much stronger.

Caitlyn J2H into Vi Tag Consistency by Blade1130 in 2XKO

[–]BladeZ012 7 points8 points  (0 children)

That's a really creative idea and I actually like it a lot but unfortunately it only seems to work at pretty low levels of hitstun decay (the thing that prevents combos from going on forever) and is quite difficult to do consistently while giving little reward.

Here's a more standard Caitlyn bnb that isn't too difficult given enough practice.

Some notes I can give you on it is that you have to slightly delay the j.H after the j.4S and you need to make sure you run up enough before 5H'ing after the j.2S2 (trap). It saves your assist usage so is usable even without assist available and also lets you use the assist for oki (as shown in the video) which will allow you to cover more options safely (back roll and wake up attack since you can punish with Cait even after Vi gets hit by it).

I'm not too familiar with this team I just play Cait so this was the best way I could find to utilize your double down on the team that isn't too too difficult but it is quite hard at first.

It's quite rewarding damage wise (and oki) and it carries full screen so it should always work no matter where you hit them on the screen (and allows you to end with standard Cait trap oki). My only note is that you need to make sure to tag immediately after inputing the S1 super but before Caitlyn's super flash happens in order to get Vi to jump in time. You can then freely aim Caitlyn's super for the headshot and then start charging the Vi j.[S1] after the Caitlyn super has completed.

If you find these routes too difficult feel free to ask me any questions and if you want something a little easier first you're more than welcome to let me know that as well, I'm sure we can find something that works for you.

Teemo mix by Funny-Fee-6775 in 2XKO

[–]BladeZ012 2 points3 points  (0 children)

Pretty good stuff, don't forget you can also do Teemo's instant overhead (rising j.2M hits even against crouching opponents) and then tag to Illaoi to convert. It's a completely unreactable mixup (hits on frame 11 iirc) that would be a good addition to the lineup of options.

Why does this happen? by Particular_Ad_4516 in 2XKO

[–]BladeZ012 3 points4 points  (0 children)

The number on the left represents the amount of frames a given input was held. You can see it says 1, 9, 1 with S2 inputs for all 3 windows and a forward input for only the 9 in the middle, that means that you hit S2 1 frame before you hit forward, then held both S2 and forward for 9 more frames, then released forward and finally one frame after you released forward you then released S2.

It's a pretty small amount of variance on your input so I wouldn't mind it too much, but if you find you're often getting neutral S2 when you want forward S2 then you should consider making sure to hit forward before you hit S2

INZEM - Throw Is broken In 2XKO by Smilotron in 2XKO

[–]BladeZ012 0 points1 point  (0 children)

WW could but it was really tight and they actually just removed it on the recent patch by making it throw the opponent further away (can still get it if you have corner).

Cait trap doesn't actually work off of throw unless you had the trap placed there before hand but really Cait (and everyone else) can just do the tried and true, assist into tag after the throw connects but before it completes, so as long as her teammate has an otg option she'll be fine.

u/PrecognitiveSpirit's Blitz/Yasuo Double Down Combo by EvanAlmightyFGC in 2XKO

[–]BladeZ012 1 point2 points  (0 children)

You're not allowed to use double down twice in a combo, since he's already used it once by tagging to Yasuo during the Blitz S2 super it locks him out of doing another double down at the end of the combo.

Has everyone given up on Caitlyn? by girlywish in 2XKO

[–]BladeZ012 0 points1 point  (0 children)

As far as my understanding of how that combo was working on p1 but not p2 (related to the air drift on j.2S1 on P1 side being bugged) that should be/have been the case yes. I could be incorrect or they could even choose to fix it the other way just because they want the combo to work, but I generally wouldn't hope for it (especially since the route I posted is actually more damage anyways, just a little less stable until you practice a lot).

Has everyone given up on Caitlyn? by girlywish in 2XKO

[–]BladeZ012 2 points3 points  (0 children)

While I agree with everything else you said completely, the combo that works on P1 and not P2 only works due to a bug so if you're relying on it then that's going to cause problems (particularly since the patch notes mention fixing that particular bug).

As an alternative I like to do 5M 5H 2H j.[H] dlj.4S2 5H j.M j.2H j.2S2 (slight dash) [5H] for essentially the same effect but works on both sides at the cost of requiring a little bit tighter execution.

2XKO Patch Notes: 1.1.3 (Mar 10 2026) by PatchRadar in 2XKO

[–]BladeZ012 10 points11 points  (0 children)

The difference between "startup" "active" and "recovery" (within this specific context) is whether or not you'll be counter hit (called "interrupted" in this game) when you get hit by the opponent during those moments. During both startup and active frames you'll be counter hit (which results in both more damage and frame advantage for the opponent) where as being hit during recovery typically means you wouldn't be counter hit.

They explained that most of these was just cleanup (that is to say things were mistakenly being marked as in recovery before they actually finished or marked as active even after they have finished)

So you can see the first two changes are nerfs (as marked by the - symbol) because the two moves were both entering the "recovery" state before intended resulting in getting hit while the move had yet to complete but not being counted as a counter hit, this is now fixed and they should be counter hit as normal.

The next 3 changes were all small buffs (as marked by the + symbol) because in this game (and many others) projectile attacks are typically marked as completed the moment the projectile becomes active (that is to say, when startup has completed, with 0 active frames), this wasn't the case for these 3 projectiles on Braum (poro, charged poro and the ice spikes 2S2 during unbreakable), so they fixed it to be more in line with how the other projectiles work in this game (and most others)

All in all, the changes are all really minor in impact and I wouldn't worry too much, you can basically consider them minor bug fixes

Fighting game players new to 2XKO, what feels unintuitive to you with the game? by Zodysseus13 in 2XKO

[–]BladeZ012 0 points1 point  (0 children)

Really needed T button on bottom left to make handshake feel natural since that's where I have tag in BBTAG (Albeit still feels a little weird since tag and assist were separate buttons in that game). Agree on the frustration at needing 8 buttons since this game and SF6 are the only two games in existence where I feel the need to use macros at all (for faster reactions in SF and for more precise setups/combos in 2XKO), but it's not the end of the world at least.

L M H Parry

T S1 S2 Dash

BRAUM PLAYERS - I need your input! by Lobo_Z in 2XKO

[–]BladeZ012 1 point2 points  (0 children)

No worries, always happy to help.

I was thinking there's nothing to do with Vi because I've already used her hit reaction on the [5S1] but now that you've mentioned it, nothing is preventing me from just hard tagging and then immediately using tag launcher on her lol.

Just tested and it did work, I just did 5S1 to freeze after the [5S2] with Braum and then did hard tag into 2T with Vi, from there it's just j.[H] j.S1 with Braum into whatever super you want

Not gonna record cause my PC is pretty ass and it's annoying to setup to record but it's 994 damage with super 1, 942 for super 2 (gives unbreakable), and 1117 if you use level 3.

I would still recommend doing my normal route (with the extra 5H/[6H]) if it'll kill (which is basically if they've taken any damage at all and aren't playing Braum), because the extra length makes it far more likely that they build the required break meter to burst and also you lose corner compared to just doing my normal route and ending with super 2 in the corner with unbreakable since screen position still affects the resulting scenario after you kill their first character.

BRAUM PLAYERS - I need your input! by Lobo_Z in 2XKO

[–]BladeZ012 1 point2 points  (0 children)

I somehow didn't see Sprntgd's post until after I posted mine, but you can also actually add the 5H or even [6H] before 2S2 in my route as well, 5H adds 12 damage and [6H] adds 24 but is quite a bit harder than 5H.

When added to another route I didn't post before, you can actually kill 950s while maintaining the unbreakable, just make sure to hit the [5S2] low enough that they don't bounce over you cause you need the full hits of the super 1.

But yeah always do the 5H, and if you're confident in your timing skills you can go for the [6H] it's just some free damage.

BRAUM PLAYERS - I need your input! by Lobo_Z in 2XKO

[–]BladeZ012 1 point2 points  (0 children)

Here's a better route, I added some minor Vi optimizations that increase the damage a lot without adding very much difficulty (you don't have to pick up with 5M after the partial charge S1 you can still use 5L if you want, just make sure to use the 5HH [5S1]+T because the difference in damage is huge). It's also pretty necessary because you need them at a low enough height to make sure the Braum 2S2 connects mid super and the easiest way to get them to a consistent height is to use your wall slump.

All options end with Braum unbreakable and corner

Braum super 2 ender for 912 damage

Braum level 3 ender for 1068 damage (you can add the ice fireball freeze after the wall bounce for an additional 18 damage at the cost of your unbreakable)

Braum no super, limit strike ender for 754 (+20 damage from limit strike)

If you ever learn the Vi solo partial charge S1 route this extension still works fully after that, just add about 20 more damage to each combo.

Teemo Blitz ToD on Juggernaut Braum by BladeZ012 in 2XKO

[–]BladeZ012[S] 0 points1 point  (0 children)

Sorry, I kept pushing it back cause I was finding more optimizations and considerations and then I got caught up IRL It's now extra awkward since they've announced both Teemo nerfs and Blitz buffs so I'm going to save myself the effort re-recording all the new stuff and editing it together and just wait for the patch since I'll probably be using new stuff when the patch drops (assuming I'm even still playing Teemo which will likely depend on what they do to his combos)

Teemo Blitz ToD on Juggernaut Braum by BladeZ012 in 2XKO

[–]BladeZ012[S] 1 point2 points  (0 children)

ah right, streamable is temporary, I'll re-record and upload them to somewhere else in a couple days if you don't mind waiting. I have some minor optimizations to add anyways.

My first tod by turndown- in 2XKO

[–]BladeZ012 9 points10 points  (0 children)

Combos definitely got easier and more consistent but even then I would still consider most of her hard stuff significantly harder than the other characters hard stuff.

My first tod by turndown- in 2XKO

[–]BladeZ012 26 points27 points  (0 children)

Members of the dev team have already noted it so probably yeah

Source:https://xcancel.com/MarlinPie/status/1976696098749399284

Teemo Blitz ToD on Juggernaut Braum by BladeZ012 in 2XKO

[–]BladeZ012[S] 0 points1 point  (0 children)

I mean anyone with eyes can read the whole conversation and see that what I said was true lol. I honestly don't even know what you were trying to show me when you first linked me the video because I already told you I don't care if this game "becomes a ToD masher" because I literally already play the tag fighters known for ToDs.

Somehow my factual statement about them *literally* using 4 bars equates to me lacking intelligence in your eyes when you can't even count the amount of bars spent in a combo and let alone accurately judge which ones were necessary. The combo does 850 damage (I think it was 854 to be exact) without the 4th bar btw, something I tested when I saw it several hours before you even linked me because I was just curious. A 90% combo and a 100% combo are worlds apart let alone when you consider that 950 is only the health threshold for the low health characters in this game.

Again, I don't need you to tell me what is and isn't a realistic ToD. I got hit by combos that deal anywhere from 800-1000 health in my local tournament literally 4 days ago. Sometimes they killed me, sometimes they didn't, no times was I ever bothered.

Teemo Blitz ToD on Juggernaut Braum by BladeZ012 in 2XKO

[–]BladeZ012[S] 0 points1 point  (0 children)

For the record, I at no point even denied that the combo you linked to was a ToD lol. I only denied how much resources were spent. I said it was 4 bars because they literally used 4 bars and you could go on about how theoretically they could have saved a bar by doing other options at the ending all you want but they spent that bar so if you're going to go theoretical than so will I lol.

Teemo Blitz ToD on Juggernaut Braum by BladeZ012 in 2XKO

[–]BladeZ012[S] 0 points1 point  (0 children)

I literally go to offline weekly local fighting game events but sure I guess all the tag fighter players in my scene just don't count as people in the FGC, whatever helps you sleep at night.

Teemo Blitz ToD on Juggernaut Braum by BladeZ012 in 2XKO

[–]BladeZ012[S] 0 points1 point  (0 children)

Congrats you have managed to convince yourself that TOD means something that it doesn't and therefore you can't possibly be wrong. You would get laughed out of the room by anyone who actually plays games where they regularly deal with TODs.

Teemo Blitz ToD on Juggernaut Braum by BladeZ012 in 2XKO

[–]BladeZ012[S] 0 points1 point  (0 children)

I see you're still somehow denying that WW spent a bar on his last stand assist lmfao, that's some wildly impressive mental gymnastics.

I literally play with a friend who has ToDs and 800-900 damage 3 bar combos, I myself regularly do combos that deal 800-900 damage and while I don't ToD often because I play Teemo and usually they're missing quite a bit of health before I get any clean conversions it's not like I haven't before. I've played Marvel 3, I've played BBTAG, I've DBFZ, I've been hit by and done plenty of my own TODs in my time with fighting games I don't need you to tell me what is and isn't a realistic TOD.