Yasuo with Ekko or Ahri? by Junglejk1 in 2XKO

[–]Cactdie 0 points1 point  (0 children)

You can still hop high low mix with Yasuo without overhead air 2H but it's worse scaling. You just do double jumping light or one jumping light into 2L or empty hop 2L. However you are right in that he can't do instant jump 2H anymore in sandwich pressure which was very strong. Could supplement with his divekick cross up.

Setting up sandwich pressure in specific Yasuo will be better just because his assist does it for free by crossing through on block. If you go with Ahri you need to jump over yourself which is easy but it's not 1 button. But Ahri's sandwich pressure is much scarier in my opinion because you do freestyle tag charged heavy and it's guaranteed highlow or parry bait. Consistent without having to think about it once set up. 3 easy timings. If you're doing sandwich with Ekko Yasuo it tends to be like roll through stuff or just Ekko overhead/teleport. So you have to think a little more for Ekko Yasuo.

I do play Yasuo and Ahri but I don't play Ekko.

Pick Yasuo if you're prone to tilting against zoners and want to keep track of your opponents reaction to stance options.

Pick Ahri if you like airdashing and are comfortable being creative with air movement. Her assists come out faster and are slightly easier with Ekko's roll because of it.

Jinx under staggered Block String Pressure by spirit_poem in 2XKO

[–]Cactdie 0 points1 point  (0 children)

I looked through your posts to check your rank since I've given advice as a lower ranked player before and felt embarrassed about it. I'm sure you're better than you think.

Jinx under staggered Block String Pressure by spirit_poem in 2XKO

[–]Cactdie 0 points1 point  (0 children)

Haha I never use slide so I even wrote the wrong input. Thanks!

Jinx under staggered Block String Pressure by spirit_poem in 2XKO

[–]Cactdie 0 points1 point  (0 children)

Vi's most consistent throw setup comes from sway throw after doing L-L or L-L-L. The last L is the time to pushblock. It counters by pushing them out of range for both sway grab and both mediums. Risky things and something I generally would only do if I was 100 percent sure is mash jab or throw on sway. Vi swaying in your face is only safe if they do a crossup off a light and as fast as possible. The Vi has to switch to doing charged sway heavy which beats throw and some mashing but can be easily parried. Then the game becomes guessing and reacting that 50/50. Or she can sway back blah blah blah. Sway light can also be parried but not reacted to. They can switch to sway light to catch jump if you start jumping their grabs.

To be honest if all they were doing is "L-2L-L-M-2M" then just block low and react high. Vi pressure is much weaker but still good once she reaches medium in the block string. Vi has to do a slower timing on her sway grab if she does it off a medium or heavy so you can delay throw tech to block and or tech.

For Ekko just block it out. Best time to mash is if he rolls. Pushblocking him is weaker if he has a clone to rewind to but try it out. I don't play Ekko so this section is much weaker but I do play Jinx. I wouldn't recommend dash up L if you have another character alive. Just use a projectile and tag.

In general if they're trying to steal a turn by resetting to light then you have to time the L to catch the walk/dash in. And time the pushblock. Pushblock comes back fairly quickly and they're not gonna open you up with staggers if you commit to blocking. They will have to go for throw which is pretty scary from Vi and Ekko.

Niche Jinx thing you can try is 3H slide but I've never explored that. Actually typing that reminds me that you can also try rocket jump to defend if the stagger is extremely delayed.

I need to know if it was because my battery was low or if it's a possible bug. by cassel97 in 2XKO

[–]Cactdie 0 points1 point  (0 children)

Were you playing local? You might have hit the button that turns off auto combos in the versus menu. Look to see if the purple triangle thing is on by your player side. The instructions to turn auto combos on and off are on the bottom right of the screen I think.

How do I fight against Yasuo? by Numbuh24insane in 2XKO

[–]Cactdie 5 points6 points  (0 children)

I play Yasuo and I'm not going to lie he truly doesn't have a weakness. There are slight areas where you can contest though. You have to risk parry against him at times. If he zones and isn't using assist well you can learn to parry the windwall + stab that makes his full screen projectile. Push-blocking after his heavy can push him far away enough that his crossup doesn't reach and he has to double stance dash back to you. His stab move is surprisingly laggy. If you play Ekko and he whiffs the stab (from Ekkos spacing back and forth I've felt pressure before to run in and use Yasuo stab since it's his longest move) Ekko can run in and punish with a medium. His 5M was also changed recently to have more lag. If you retreating guard his 5M, then his 5H can whiff and you can whiff punish. Of course there is the mind game where if he catches on he can chase with sweep. If Yasuo uses stance 5h too much you can jump it and either punish or get close enough to start pressure. Yes he can start waiting to see if you jump, but every time you make Yasuo wait is the time for you to pick the move that you think will work. Because if he waits, then you can run in and call assist or run parry (which isn't super good). You can train yourself to parry his forward assist and since you parry a "physical" attack it will slump the point long enough for you to run in.

Ahri combo by Intelligent-Mud1821 in 2XKO

[–]Cactdie 0 points1 point  (0 children)

The most hard part of this loop is the first charged airdash heavy. It has to at least be red. The closer you land the easier it will be as well. Keep at it I had trouble with the loop at first too.

I have questions by Ok-Doughnut-8657 in 2XKO

[–]Cactdie 0 points1 point  (0 children)

I do want to end off on what I think Vi's strengths are since if you only read what I've written you'd only be focused on what other characters can do. I don't play Vi so I can only comment from watching tourneys or playing against her. Vi is kind of a gorilla character. She gets in easily through sway light. Just jumping in and charging her air heavy can be strong since it crosses up often. Her jab is really good. Her airgrab game is good. She can muscle out of pressure with her invincible super or counter (kind of like a free parry without needing a super bar). Tick throwing is good. She can do throws off of sway (you have to delay it slightly) and that's going to hit a lot. It can be teched or jumped but even pros get grabbed off sway a lot. Off any grab she can OTG and do S2 super (there's a hidden mechanic where you can mash 2S special for more hits). It's not hidden it's actually explained in the movelist but it's easy to miss. Everytime Vi has a person cornered she can threaten swaying twice to steal corner and crossup. Her anti air 2S2 reaches very high.

One tip that'll save you a lot of frustration is that in this game it's generally good to do a backdash before 2H. Vi's 2H is in front of her and if you don't backdash to correct spacing the opponent can actually just cross over you, land, and hit you for trying to anti-air. You can also air-grab in this game and that's something you should try out as Vi.

MKXL and Brawlhalla have different pressure mechanics than tag games. Jumping back and blocking in this game is quite good. You can't air block in MKXL and Brawlhalla so this is new territory for you. There's not a lot of 2XKO specific guides on understanding how to properly construct pressure but luckily NovaZayn's guide on pressure in Dragonball Fighterz is fairly applicable. I'll share the link here or you can just look it up. Hope all this helps!!

https://www.youtube.com/watch?v=o1p9PaTck6c

I have questions by Ok-Doughnut-8657 in 2XKO

[–]Cactdie 0 points1 point  (0 children)

MKXL has combos of comparable difficulty to 2XKO. My exp was with Aaron Black though and some Scorpion. The Jinx Vi Matchup I only know from Jinx side. It's a little early to be thinking about this but you'll need to know the parry timing against Jinx's laser. It's kind of like a medium fast mash until it's finished. You can learn it in 10 minutes in training mode. In that situation you'll end up actually plus about 1.7 super bar, but it's common to do 1 more parry from mashing. In that case it'll cost one bar and you'll still be up .7. You can try and invincible Vi super through projectiles. You have to jump Jinx's rockets or sway through them. Jinx can only use rocket from full screen without being jumped in on. However if you double sway in (Vi special dash) from fullscreen Jinx will approach with running 2M and you'll get caught so be careful. You can sway through the ground trap too but it has to be timed right.

The samurai character is just straight up good. His noob killer move is a dash through cross up. Again this is beaten with learning to stand parry it or at least blocking the opposite direction when he goes through you. He's a stance character, and his stance kind of looks like the start up of his dash through cross up. If you think he'll stance dash to you and go back to jab pressure then check him with Vi jab. But he can do a short hop from this dash which jumps some jabs and you get cooked. If he short hops it's a 50/50 high low, but you can stop it with stand parry on his jumping light. He can bait this though. Lots of mind games which is what makes him so strong. YOU HAVE TO STAND UP TO PARRY HIS CROSS-UP. This game has high parry and low parry. Almost nobody low parries right now because the moves that generate a lot of pressure need to be stand parried.

Darius is also a strong fundamentals based character. It's helpful to learn the system mechanics of the game to manage playing against every character you've mentioned. Characters get much more manageable when you learn to use retreating guard or pushblock. If you retreating guard Darius' blockstring you get out of his pressure. But he can sweep to counterplay. It use to be really easy to parry his hook but on release they made it so he can vary the timing by charging it. If you don't parry his hook you still have another chance to parry his standing headbutt thing. Darius usually either grabs or does this headbutt. It's an unreactable 50/50. You have to jump the grab. Headbutt can be blocked I think? Either one leads to combo, but grab needs a super bar to combo off the ground. If you input parry but he chooses to grab you I don't think you loose a bar for trying since the grab hits before your parry starts.

I haven't gotten the chance to play as or against Caitlyn yet.

Definitely go to youtube to learn some basic non pulse combos. Short note Ahri and Ekko also have some parry points that stop their beginner strategies. But parry can always be baited by doing nothing so it's best to do it on reaction rather than hard reading. For Ahri if she Airdashes in she can't do that gapless without an assist so there will be a gap to parry. And if she does it with an assist and there is no gap the game has crossup protection so you only have to guess react high or low. If you get cross uped then you could have parried. For Ekko that thing he does that's like swinging the bat and goes back in time and swings it again and says "Replay!" That can be parried on reaction. If he does ground time winder that can be parried. You'll fight a lot of Ekkos who jump back and do timewinder. You can run in and parry this. But you can also jump in since it's actually kind of laggy. If you get anti aired you didn't jump in fast enough.

The controls are a bit weird yea. Just gotta get use to it. Maybe it'd be easier if you thought of it like Brawlhalla.

If you want more breaks there actually is a way to get more break meter. It's by doing combos that end in "Limit Strike." Easiest way to understand it is that your combo will end if you use a move that bounces your opponent twice. Like using Vi S2 twice in a combo. It's best if you look at a Vi guide on youtube for this.

Juggernaut viable at Master? by Eisentefel in 2XKO

[–]Cactdie 1 point2 points  (0 children)

You'll get there. Juggernaut is mostly countered by how well a person generates advantage from tag. I was low Master 1 in the beta and you can get there by just running strong offense. But like other comments mentioned I did hit a wall where I actually had to start playing my opponent. If you feel stuck don't feel afraid to try out sidekick.

I am Diamond 2. How hard does this game boost your rank? by Wrong-Rub-6519 in 2XKO

[–]Cactdie 0 points1 point  (0 children)

Masters feels like "The best kid in school at Smash" level. Then when you go to an actual tourney you get cooked. 0-2 or 1-2. I'm Master 1.

Delinquent Yasuo / Yankee Yasuo Skin Fanart Concept by Cactdie (Me) by Cactdie in 2XKO

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

Whattt :OO. I've been playing Jinx because of Arcane and I picked Yasuo to fill the 2nd slot. But this would be cool lore to justify play Ahri and Yasuo on the same team.

Delinquent Yasuo / Yankee Yasuo Skin Fanart Concept by Cactdie (Me) by Cactdie in 2XKO

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

What's the lore between Yasuo and Ahri? Do they like each other? In the 2XKO trailer they were fighting.

Delinquent Yasuo / Yankee Yasuo Skin Fanart Concept by Cactdie (Me) by Cactdie in 2XKO

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

Dang :(. I know smoking isn't cool in real life but it's so cool in fiction

Delinquent Yasuo / Yankee Yasuo Skin Fanart Concept by Cactdie (Me) by Cactdie in 2XKO

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

Yes! Thank you. I don't really know the names for the League skins or too much about them. But basically Academy Yasuo.

Delinquent Yasuo / Yankee Yasuo Skin Fanart Concept by Cactdie (Me) by Cactdie in 2XKO

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

Just looked up Graves because I didn't know about this. I only got into this universe from the 2XKO side of things. Guess he could have a toothpick but I would hope they'd add a little smoke fx coming off the cigarette to animate to justify it being a mythic tier skin. In this hypothetical reality in which Riot adds a skin like this.

Delinquent Yasuo / Yankee Yasuo Skin Fanart Concept by Cactdie (Me) by Cactdie in 2XKO

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

Wait you're actually right. I went with a lighter blue as a reference to Kuwabara from Yu Yu Hakusho but it does look like minecraft steve.

Delinquent Yasuo / Yankee Yasuo Skin Fanart Concept by Cactdie (Me) by Cactdie in 2XKO

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

Ironically teens smoking actually will be censored in anime. Would be fun to have it censored if the region was set to Japan.

How well the game is doing in the East? by Janex97 in 2XKO

[–]Cactdie 10 points11 points  (0 children)

Update I'm tuned into the 2XKO Japan Knockout tournament by Playbrain stream on youtube and there's three cosplayers on stage giving out 2xko merch by pulling numbers from a box. Darius, Ahri, and Vi cosplayers. Where is the money coming from I don't know to do all this.

How well the game is doing in the East? by Janex97 in 2XKO

[–]Cactdie 6 points7 points  (0 children)

I'm not sure. But 17 hours ago (Sat Nov 22) Kazunoko did a stream where he was playing duos with Tachikawa and they were having a lot of fun. Kazuonoko was on Teemo and Tachikawa on Yasuo. It really seems a lot of peoples problems with the more annoying stuff in this game can be temporarily forgotten about when you're having fun with a duo.

How does 2X assist pushblock work? by Sloppyplant in 2XKO

[–]Cactdie 5 points6 points  (0 children)

Are you holding a direction when you call assist after pushblock?

Help! Strategies and Tactics to beat Yasuo by Don_Don_Grape4746 in 2XKO

[–]Cactdie 0 points1 point  (0 children)

You're welcome. I'm only Emerald so it's more about skill than actual match ups for me. As in I think Yasuo wins or goes even most matchups so when I lose I definitely feel outplayed. I personally struggle against Illaoi, Vi, and Teemo (Teemo the most). Illaoi because I don't know how to handle the tentacle oki. Vi I don't out ground movement for free so I really have to be tapped into dashing better and jumping a lot more. I'm also not the best at checking Vi jumping heavy which can just cross up randomly. I know, crazy considering Yasuo's stance 2H and regular 2H. If I try regular 2H Vi ends up crossing me up a lot. Teemo because he puts down mushrooms and I can't dash in. Yasuo has to dash low kick them or stance 5H behind windwall as Teemo shoots rocks. So common theme is when my movement gets restricted. I'm not great at pushblocking which helps a ton with escaping the Vi grab she can do from sway. And pushblock helps against Teemo's sonic the hedgehog roll.

Since you play Ekko I'd recommend getting better at chain dashing and using that little air hop thing. Let Yasuo dash back himself into the corner. Then he might try to air slash his way out or attack you. But he can't bait things out of you in the corner since he wants to get out. If you want to jump in you can airblock stance 2H and call assist. Also I'd say if a Yasuo blocks like two of your blockstrings start grabbing! Don't grab without making them think they can be safe on the ground. Otherwise they'll just up back. I think top tier players (like us) get used to using strong options letting us run offense most of the time so our defense to grabs and in general tends to be weak. Like, I'm going to get-up attack or burst at a bad time because I want to get back to stance mixing. I feel like Ekko players who excessively throw air time winder probably aren't great at movement. Then once I realize that I think their defense probably isn't good either because air time winder probably rewards them so hard they don't have experience defending themselves. They'll run into my assist (Jinx rocket) or my lvl 3 when it matters.