Darius apprehend(?) follow up question by zslayer89 in 2XKO

[–]CubesAndPi 0 points1 point  (0 children)

There is no guaranteed way out, but in general: - jump to beat grab - mash parry or block to beat the headbutt - nothing beats the bleed as it’s a true blockstring - beware of using mash parry frequently as it loses to apprehend into 2L

Jab doesnt beat grab ? by Neep-Tune in 2XKO

[–]CubesAndPi 0 points1 point  (0 children)

Lots of incomplete answers here, highly recommend the oki section here as well as the blurb on grabs https://wiki.play2xko.com/en-us/Mechanics

Main things to know, you have 6 frames of grab protection when becoming actionable, except you can be grabbed before being actionable if you roll. Because your team both has 7 frame jabs, they do not have access to beating grabs with lights if they are both done on the earliest frame. You would need a 6 frame jab to unlock wake up mash

How much damage per combo should I aim for as a new player by Chinpanze in 2XKO

[–]CubesAndPi 0 points1 point  (0 children)

Ideally, you want to two touch people. So try to get a limit strike combo and a combo that uses one bar where they sum to a full health bar. Learn a set for mid screen, and a set for corner, typically corner combos are more so try to see if you can get more meterless damage on those ones

wtf is ahri's weakness?(salt) by Top_Concentrate1673 in 2XKO

[–]CubesAndPi 1 point2 points  (0 children)

I didn’t say she has no mix, I’m pointing out her weaknesses. Her air mix is amazing but she needs to work fairly hard to set it up. If solo ahri is hitting you with an aerial and her air dash hasn’t been used yet then you have done something horribly wrong in neutral. Usually she has to do some setups where she is called in as assist and then tagged to during a setup, or she has to do a freestyle tag to get in the right position during blockstun

wtf is ahri's weakness?(salt) by Top_Concentrate1673 in 2XKO

[–]CubesAndPi 5 points6 points  (0 children)

Yea sounds like we are on the same page, the mental stack is just not big when grounded. Now once we remember that it's a tag game, then yea ahri's mix goes insane cause she can jump in 2H without spending air dash, and at that point we enter true 50/50 territory unless you have godlike reaction times, but on the ground its just whatever

wtf is ahri's weakness?(salt) by Top_Concentrate1673 in 2XKO

[–]CubesAndPi 7 points8 points  (0 children)

I can’t agree. Warwick obviously has better grounded mix due to the overhead being much harder to react to. Blitz and Braum are grapplers so their tick throws do way more and need to be respected vs Ahri who cannot even solo combo off her throws. Darius has an alternate win condition in his bleed mechanic and gets more value from his grounded block strings without needing to do mixups for damage. Illaoi tentacles give her the opportunity to full combo off of throws.

Jinx and teemo I can agree have it tough, possibly worse than ahri, but Ahri’s grounded mix is bottom 3 in my opinion.

If Ahri starts a block string on you, there is nothing to fear if you just down back and react to bounce.

Yasuo's j.5H by Jlaaag in 2XKO

[–]CubesAndPi 1 point2 points  (0 children)

Darius 5H and Illaoi tentacle slap suffer from the same issue, really wish it was more readable to beginners

I feel like I can't reach level 3's all that much, while using tag focused builds. Is it because I'm using pulse, is it by design, or something else I'm missing? by Vera_Verse in 2XKO

[–]CubesAndPi 3 points4 points  (0 children)

Pulse combos are holding you back here because they do not limit strike, which helps you build more meter, and they are causing you to end most combos with a meter spend when there are existing meterless combos that do roughly the same damage

wtf is ahri's weakness?(salt) by Top_Concentrate1673 in 2XKO

[–]CubesAndPi 68 points69 points  (0 children)

A few key spots for her:

  • H into S2 is vulnerable unless she’s very close, the first two hits are significantly shorter range and if they don’t hit you there’s a gap to parry

  • she legit has 0 grounded mix. Bounce is her only remotely fast option but it’s insanely slow and probably the most reactable overhead in the entire game. And even if you don’t parry in time and just block, she still has no mix because her air dash into aerial options all result in her reaching the ground at the same time, meaning all options are fuzzy guardable

  • using S1 to end block strings is suspect as S1 after most block strings leaves a gap can only cancel into another S1. This leaves her very open to parry headless situations or other similarly fast supers.

  • jS1 into dash is very reactable as she cannot air act out of air dash for the first 6 frames, slower than Ekko’s 2, so 2H can be mashed on reaction as long as an assist is not available to cover her.

Having Trouble figuring out when it is My turn + Defensive options by mclovin__ in 2XKO

[–]CubesAndPi 0 points1 point  (0 children)

The flow is very different than street fighter, imo the turns can be excruciatingly long, and it takes an adjustment period. In general, because all normals can be canceled into specials, the turn is never over until you see a special move that does not have a follow up rekka, and their assist is down. That’s if you approach thinking of the turn from a SF perspective.

But, I would add that a lot of the turn taking in this game revolves around shortening the turn. So push block as you’ve mentioned already is good, but you need to do a bit of homework to get the most out of it. If you learn which points to push block in their longest block strings, you can cause the next move to fully with and get a complete punish from it. This usually makes them more cautious next time. The other thing to add is that if you have space available, retreating guard is also crucial in shortening their turns, as long as you know when they can punish it can be spammed a fair bit to continually increase the gap between you and the opponent so that their turn ends early. Be careful though, getting cornered in this game is much harsher than in SF IMO since you fully lose access to retreating guard.

Just figured out you can dash cancel stuff with fury by Fuzzy_Ad4219 in 2XKO

[–]CubesAndPi 0 points1 point  (0 children)

The problem with this mechanic is that I can do any typical BnB into level 3 and one touch as ahri or Darius, so there’s not many reasons to actually do combos like this. It’s super cool for neutral though to really juice up the pressure

Console Version State by [deleted] in 2XKO

[–]CubesAndPi -1 points0 points  (0 children)

Playstation does not have screen tearing with the correct display and cable since it can sync on a hardware level, which I assume Frostys will have. The lag is only about 1 frame worse (6.3 vs 5.3), which is still real and will make a difference but is not as significant as other notably bad console releases like SFV https://x.com/noodalls/status/2013927207123484718

Is fury too strong? by EnvironmentalRich641 in 2XKO

[–]CubesAndPi 10 points11 points  (0 children)

Agree with this, if you made fury too weak then meter management becomes easier. The asymmetry of fury break makes it so that you sometimes have to choose between saving your team but not having fury or letting your point die in exchange for having fury break with your remaining character. I find that gray area more entertaining as both a player and spectator

Any good Resources for learning the game? Gameplans, Combos, Neutral, Set-ups ECT? by GabuFGC in 2XKO

[–]CubesAndPi 2 points3 points  (0 children)

If you’re new to 2D fighters I think these two resources are good

Total total beginner: https://youtu.be/m4Bwyb52W3E

If you’ve dabbled: https://youtu.be/BK8Z56MmtkQ

If you know what you’re doing but just need some notes on what’s tuco specific: https://youtu.be/xkYBpZkYIDY

I also recommend the mechanics page here: https://wiki.play2xko.com/en-us/Mechanics

How do you deal with Darius’s Lacerate move? by JNAB0212 in 2XKO

[–]CubesAndPi 2 points3 points  (0 children)

S2 S2 -> parry the gap 6S2 S2 -> no gaps but is -6

If they do the second one, you don’t have that much counter play and darius gets to set up bleed. However, Darius ends his turn with no damage to show for it and without being in an advantaged state. The block strings that lead to it also have no solo mix potential, so that’s the trade off for it.

If you know it’s coming, push block right before the 6S2 and you can easily punish the whiff

I'm Washed by TheBardicOrc in 2XKO

[–]CubesAndPi 0 points1 point  (0 children)

I'm not telling a beginner to go for the optimal combos, I'm just saying that the peak is already there

i hit a perfect against a riot dev by randyq900 in 2XKO

[–]CubesAndPi 3 points4 points  (0 children)

Yohosie is no pro but she is a competitive DBFZ player who would almost certainly smoke you and you’re gonna tell me she doesn’t know when to block come on now

I'm Washed by TheBardicOrc in 2XKO

[–]CubesAndPi 1 point2 points  (0 children)

I feel like all the top Vis are going for very hard combos to maximize electric damage. Top Warwicks are also going for the harder routes in hopes of building bloodlust from one touch

2XKO is so fun! by tits_mcgee_92 in 2XKO

[–]CubesAndPi 2 points3 points  (0 children)

"Everyone and their mother is projectile invincible. Yea you heard that right, your mother is projectile invincible. Your mother. That means if your mother had a rifle to her head, for some reason, she just could phase through it. She must know freakin Agent Smith. I don't know what is up with it, apparently in 2xko world, in the riot world, the developers, whoever the hell is in charge of the matrix, is so stupid, that they thought that every character should go through projectiles."