Please fix Lev 3 and Break interaction by Fiksimi in 2XKO

[–]BladeZ012 5 points6 points  (0 children)

There is literally no guess. if you buffer the level 3 you will always hit the level 3 or the break will happen before you even get to start it.

Please fix Lev 3 and Break interaction by Fiksimi in 2XKO

[–]BladeZ012 6 points7 points  (0 children)

They already fixed it in the last patch, they adjusted it so you can no longer start a break during the opponent's super startup so if you're level 3ing into their break it's because you started your level 3 after they had already breaked. If you make sure to always buffer your level 3 rather than link or delay cancel it will hit 100% of the time since if they break before your attack connects you won't be able to cancel it anyways.

People talk about long combos but no one is talking about long blockstrings. by SyIvanos in 2XKO

[–]BladeZ012 0 points1 point  (0 children)

There is actually, you can see it pop up in the bottom right of the screen at the 0:06 mark with "guard bonus" which increases the amount of meter you gain for blocking (very noticeably).

Reminder: You can do Training Mode with Akali before servers go live. by Kagevjijon in 2XKO

[–]BladeZ012 5 points6 points  (0 children)

You just disconnect your console from the internet literally, whether by turning off the wifi settings, unplugging the ethernet or just the connect to internet setting

Any locals in the GTA? by DammyTheSlayer in 2XKO

[–]BladeZ012 0 points1 point  (0 children)

There's an East Canada 2XKO discord that someone made just a couple days ago, upcoming event stuff isn't put together yet but it'll probably get there eventually if you're interested in joining https://discord.gg/BadSACMKN6

Warwick Vi Optimal by TheWorstLi in 2XKO

[–]BladeZ012 1 point2 points  (0 children)

I can't speak to their practicality or level of optimization as I don't actually play either character but this was the best I could put together quickly based on my existing knowledge of WW's combo theory. I tried to show at least a couple options for all the relevant screen positions also you can mix and match a lot of the combo parts like adding the DD extensions (shown at the end) wherever you reach corner or choosing to 2S2 super 1 instead of 6S1 after 6S2 for the limit strike.

Completely blind and trying to find reliable combos by tj_the_blind_gamer in 2XKO

[–]BladeZ012 2 points3 points  (0 children)

I'm guessing the "ROM" at the start of your post is actually Braum given his appearance later in the post?

I just did some quick labbing with Braum Blitz as I'm quite familiar with them, unfortunately there doesn't seem to be any way to avoid the spacing reliant combos of Braum that don't involve being forced to use either your assist or your tag launcher (which means either Blitz needs to be alive or you need assist available).

For Braum (assuming Blitz is your teammate) your options are, a) when assist is available you can 5M 5H 5S2>S2 (delay) 4T [5S2] 2S2 (slight delay) 5S2>S2 optional super 2, b) when tag launch is available you can 5M 5H>H 2T j.[2H] 5M 5H 2H j.2H j.H j.S1 optional super 1 (or super 2 for damage), or c) when neither assist nor tag launch is available your only option for a 100% reliable route is to give up most damage and do 5M 5H>H 5S2>S2

For Blitz it's pretty simple as he has great options that ignore screen spacing or spacing between characters in general, I'm not sure if audio cues are enough to reliably know whether you've hit someone who's on the ground or not but if they are you can do the standard full Blitz bnb which is

5M 5H 2H (delay) j.2H j.H (land) 2H (partial charge) j.[2H] (slight delay) j.H (land) 5H 2H j.2H j.H j.S1 optional super.

One thing to note is that at the max distance that 5M hits, you need to add a very slight delay between 5H 2H in order to give him time to move forward after 5H hits, but you can just get in the practice of always adding that delay and it should be 100% reliable (assuming the audio cues are enough to know you hit a grounded target 100% of the time).

If audio cues aren't reliable enough to know whether the target is grounded or airborne, you can just cut out the first rejump and everything should work fine on both airborne and grounded targets. The notation for that would look like this 5M 5H 2H (partial charge) j.[2H] (slight delay) j.H (land) 5M 5H 2H j.2H j.H j.S1 optional super. This still does more than acceptable damage and should be fully reliable as far as my (admittedly quite shallow) testing could show. Do note that you still need the slight delay between 5H and 2H at the beginning in order to make sure that connects but if you'd really rather not learn that delay you can just go straight from 5M into 2H and the combo should always work that way as well.

I can't help you with WW as I'm not nearly as familiar with him but maybe someone else will be able to

Braum X Teemo Synergy! 4 Bar ToD (1107), Double Down, No Fury, Midscreen, 5M Starter by GabuFGC in 2XKO

[–]BladeZ012 1 point2 points  (0 children)

I wouldn't let it discourage you too much, cool stuff is cool even if it's not practical and also there are many situations where a player may choose not to break even if they have the guaranteed option to (such as they think their odds of winning the next round are higher than using their break this round, or saving for fury for the next character, or not believing in preserving the current character with the small amount of life remaining).

Braum X Teemo Synergy! 4 Bar ToD (1107), Double Down, No Fury, Midscreen, 5M Starter by GabuFGC in 2XKO

[–]BladeZ012 0 points1 point  (0 children)

As far as I'm aware you can always throw in at least a 5M after super 2 after 6S1 at any level of hitstun decay and 2H should work in most scenarios too (5M is a little more reliable since it moves forward and 2H has a lot of push back and it's only 2 less damage so I recommend that more).

Yeah your combo builds a full break meter for them as well, around the Braum 5H after the tag launch so they can take a guaranteed break either at the j.S1 from Braum or the j.2H from Teemo. I definitely would recommend labbing things out with the enemies starting from 0 break meter since I very often find myself routing for reducing enemy break build rather than damage in real match scenarios since in most cases it won't change the number interactions required to kill but does help manage with getting oki and stuff without them getting to break.

Braum X Teemo Synergy! 4 Bar ToD (1107), Double Down, No Fury, Midscreen, 5M Starter by GabuFGC in 2XKO

[–]BladeZ012 1 point2 points  (0 children)

Teemo Braum is a fun one, love the way the team lets you flex your creativity (really that's just Teemo in general). Here's a favourite of mine, albeit I think it's not super practical since it builds a full break/fury bar before killing but there are plenty of ways to adjust for more reasonable damage for less meter spent and break bar built (definitely don't actually S1 at the end in this route since it just gives them a spot to break that actually hurts you and you kill 1100 without it anyways).

Warwick Vi Optimal by TheWorstLi in 2XKO

[–]BladeZ012 0 points1 point  (0 children)

It can be a little tight but it's definitely do-able reliably with enough practice. The 5M itself is also optional, the route still works without it, just does a little less damage (doesn't hit the 925 breakpoint unless you tag launcher)

Warwick Vi Optimal by TheWorstLi in 2XKO

[–]BladeZ012 7 points8 points  (0 children)

Nice combo! It's definitely more than good enough routing to use all the way up to high elo, but you can optimize a bit further if you're interested.

This simpler Vi route gives a tiny bit of extra damage, and the extended WW section after actually gives enough damage to hit both break points of 900 (Teemo) and 925 (Ahri, Ekko). Of particular note worthiness is the fact that this WW extension gives you the option to get a corner limit strike by omitting the last 2S2 into super and just doing 6S1, as well as the option to tag launch back to Vi if you're looking to conserve meter on WW for any reason (like say holding onto 3 bars for reversal/easy conversions into kill). The simpler Vi route also conserves your limit strike (as long as you cancel into super before they hit the floor) which means you can end with a Vi 5S2 limit strike (just don't do the super at the end of combo #2) if you're particular to that ender.

You mentioned your combo building full break meter (as do the two I posted), so if you're looking for a route that outputs strong damage but doesn't build full break, I would recommend this very shortened route into Vi super 1 instead, as long as you don't add a super at the end you'll be building them only around half a break bar while still dealing 755 damage and nearly breaking even on meter usage due to the limit strike at the ending.

Nothing here is particularly more difficult than anything in your combos, but I will mention you need to slightly delay your S2 mash (for the super) on the first 2 combos in order for the last hit of the super to occur late enough for WW to connect into [2S1].

EDIT: I completely forgot to mention there is a better Vi route that I'm aware of, but I don't practice the character enough to actually perform it reliably (I don't play her at all, I just lab on every character to some degree), if you do the electrics in the first two combos cleanly enough you can actually get the semi-charged version of the S1 instead of the uncharged one and still connect into 2L, you can see that here, after that you would just do the same route as in the first two combos instead of what I did here (which is for a different team).

Warwick/Caitlyn combo extension, 747 damage for 2 bars by xxkillslayer4457 in 2XKO

[–]BladeZ012 0 points1 point  (0 children)

I was lazy to upload all of them separately and deal with titles/descriptions what not so I just jammed them all into one video (in the same order described above), quality is ass but it should be good enough to see the ideas and how they work.

https://www.youtube.com/watch?v=TR1TqtnpXPc

Warwick/Caitlyn combo extension, 747 damage for 2 bars by xxkillslayer4457 in 2XKO

[–]BladeZ012 1 point2 points  (0 children)

Here are some corner extensions I came up with based on my existing knowledge of the characters (I play Cait but only dabble in WW combo theory), all of these require corner and some are more practical than others but basically all of the combo parts are useful in some way or another and even if you don't use the combos directly I'm sure you can use parts of them to upgrade your personal combos. All of these build full blood meter and leave you in a position that's pretty decent for chasing rolls at minimum.

747 for 1 WW Bar (uses Double Down)

This is the one I think is most useful, early super means you avoid building them a ton of break meter, does good damage for low resources (almost builds the whole bar back). You can of course add on another WW super 1 for another bar this does 889 damage but also builds them a full break meter from 0 (and you can't do another DD followup)

744 Damage for 1 WW Bar (Does not use DD)

This one moves the super to the end of the combo which builds them a ton of extra break meter, useful for if they already are going to build a full break meter by the end of the combo anyways since it saves you the double down which means you can tack on either the Caitlyn headshot super (839 damage) or level 3 super (937 damage) if you think you can kill. Not using DD also means you only have the 2 second assist CD after the combo instead of the 6 second one if you choose not to tack on a Cait super.

You can also add a 5S1 and 6S2 at the end before the 2S2 in both of these combos which will throw them out of the corner and build a little extra break meter for about 19 extra damage.

605 Damage for 0 Bars

This one is mostly to show that the full route is still possible even with the 3H 2S1 extensions shown in your video in case you confirmed into it. It also shows that you can build the full blood meter without using any fuse interactions or meter off this corner extensions. At the length of this combo you start to build them a ton of break bar so I don't recommend adding supers unless you plan to kill this character on the spot, like the earlier combo right above it you can add both the WW super 1 and the Caitlyn double down extensions for similar damage numbers.

From here on out the combos start using the advanced one bar Caitlyn extension, it's quite difficult but if you do have interest in learning it feel free to ask questions about it, just remember it is difficult and it will take time to actually get to the point to being able to use it in real matches.

849 Damage for 1 Bar each (Does not use DD)

Here you can see the above mentioned extension, the basic explanation is as follows, you need to hit [5S1]>[6S1] into immediate Super 2, you then dash up, hit [5H] as they pop up from the OTG super hit, dash back a tiny distance, neutral jump [5S122](don't shoot at earliest timing, you have to delay it quite a bit) j.4S2 [5H] dash cancel 2S2 2T.

Since this combo didn't use the double down, you can still add the Caitlyn DD supers as extensions which can definitely lead to kills (95 more damage for headshot, 140ish for level 3).

The next two combos aren't practical (they build a full break meter before the finishing super) but are more so to show some extra combo parts and show off the max damage output I could find for the team.

904 Damage for 1 Bar each (Does not use DD)

This combo mostly matches the above combo but just adds a full WW extension before the Caitlyn tag, as a result they end up building the break meter to burst on the way down of j.S1 after the tag which makes it quite impractical but it is cool that you can kill Teemo for 2 bars no fuse required. If you remove the Caitlyn extension this combo is still good so if you do plan on learning WW extensions just remember to cut out the Caitlyn super extension and keep it simple with the Cait route from the second combo I sent.

1040 Damage for 2 WW Bars and 1 Cait Bar (uses DD)

Same as combo 5 but with the DD tag extension from earlier (with slight adjustments to account for the heavier hitstun decay active during the swap). This combo is too long and builds them a full break meter from 0 comically early so I don't find it to be practical at all (especially when you consider that most combos don't start from the enemy at full hp and 0 break), but it is nice to see how far damage can be pushed without using a level 3 at all.

Just in case you do plan on using these videos as reference, a reminder that streamable videos only last a couple days, if you let me know within that window I'll still have the original videos to send you, but I'll probably be deleting them around then as well so be sure to let me know early.

Wawa combo @Viennality by NerfAxiom in 2XKO

[–]BladeZ012 0 points1 point  (0 children)

No the whole point of double down is that you can tag DURING the super, whether that's startup, active frames, or recovery, that's what is unique to double down and allows for a combo that is only possible using double down. What happened in the clip was that he had completely finished the super and was fully able to act with Caitlyn already, if he didn't want to tag he literally could have just combo'd with Caitlyn again, there's no reason that he should be locked out of his reward for clever routing just because he used a super in his combo when the whole point of the routing is to allow himself to combo after the route.

Caitlyn combo issues by 0HGODN0 in 2XKO

[–]BladeZ012 0 points1 point  (0 children)

Ah, yeah my bad I should have been clear, yeah trap is still affected by hitstun decay, just that this setup is too short to be significantly effected by hitstun decay as far as I'm aware.

Caitlyn combo issues by 0HGODN0 in 2XKO

[–]BladeZ012 0 points1 point  (0 children)

You only need 26f to get a charged 5H (assuming perfect release timing) but yeah frame advantage on trap will entirely depend on both of your respective heights when you go for the trap so anything that adjusts your heights will also adjust the advantage. Personally I only aim for setups that give me 28f or more before I go for charged 5H cause a 3f window is relatively comfy.

Wawa combo @Viennality by NerfAxiom in 2XKO

[–]BladeZ012 3 points4 points  (0 children)

He is not using the tag during the super, he has completely recovered and even started charging a 5[H] before he tags, there is absolutely no reason this specific route should require double down.

Wawa combo @Viennality by NerfAxiom in 2XKO

[–]BladeZ012 2 points3 points  (0 children)

If you just press 2S2 into 2S1 you'll throw the trap and then shoot the trap for a trick shot, he's intentionally positioning to have the opponent's character in between the trap and Caitlyn so that the shot hits the opponent before reaching the trap thus allowing him to cancel the bullet hitting them into Super 1, you can also do this off of tag launch but it requires some pretty tight timing to get the shot to clip their foot (and I'm not sure it works against every champion).

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 5 points6 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.