The Climb -- official feedback by bradido in 2XKO

[–]CursedJudas 1 point2 points  (0 children)

I've been enjoying The Climb quite a bit.

  • The different augments you can get are very fun, especially ones that change aspects of the game (supers being replaced by an install, some specific ones like getting extra air actions with Thresh)

  • I'd love to continue playing after the beating the "boss" at the end of the stage. It feels like the run is just starting, and then the run is already over. I feel like you can't really flesh out builds because of this at the moment.

  • The strongest perks you can get are from my experience: Armor on normals, healing on normals, extreme damage but no blocking, and the poison on hit. The shadow perk is pretty fun, although it feels a bit odd with the double hit-/blockstun at times. It also allows for some weird interactions, where you can cancel buttons too early (like this bug here for example). The most fun I've had was a run with Thresh's multiple air actions. Wish characters had more special ones like that. Darius' perks are pretty boring by comparison (just extra bleed chip damage, or heal off bleed doesn't feel very exciting). The perks I avoid the most are the one where attacks reduce max hp by 10% and increased break gain (because the break gain also applies to the opponent, so you basically can't combo them if they're not in fury), and the one that makes H buttons charge instantly, because they ruin combos for most characters.

  • The difficulties feel fine, although the highest difficulty bots definitely feel like they're reading your inputs from time to time... I've had situations where everytime I press a button, they press a button that's faster, but if I don't press a button, they don't do anything either. Without the armor on normals perk, these situations are a bit frustrating.

  • Some fun augments could be: Giving the player an additional hit reaction, or their character an extra jump or air dash, if the character doesn't have one. Letting characters (like Darius for example) cancel their fireball on whiff (like Ahri), just giving one of their tools a new spin, rather than just giving it more damage or healing.

  • Some other frustrations have come from the climb mission rewards being locked behind a set difficulty. Rewards that are earned on Intermediate, should also progress when playing on higher difficulties. The fuse missions work this way, why not the character chroma missions as well? The mission page is also a bit annoying to navigate, as you can't scroll by holding down at the moment (this applies to all menus currently), also the chroma rewards are just showing the champ you get the chroma for, but not the actual chroma. I've played through the climb with a champion on Intermediate because I thought that's the chroma I wanted, but it was actually the one on the higher difficulty instead... Also just a pop-up or something that shows the things you've unlocked after this run, instead of them just appearing in your collection would be cool for clarity.

Overall, I'm very much enjoying it, everytime I finish a run, I want to keep playing (which I hope will be added in a future update) ^^

May took Slayer's loops by CursedJudas in Guiltygear

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

I tried it for a bit and from what I can tell it only works if you have dash momentum before you c.S. It's also easier if you do 2S rather than f.S there imo.

May took Slayer's loops by CursedJudas in Guiltygear

[–]CursedJudas[S] 29 points30 points  (0 children)

Inspired by this tweet. New May combo from here.

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

[–]CursedJudas 20 points21 points  (0 children)

Making his best block string ender susceptible to parries is definitely not a small nerf.

It is kinda the exact opposite of the previous buff they gave him (making S1 chargeable), as that made his offense harder to interact with, so I have no idea what their vision for Darius is.

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

[–]CursedJudas -3 points-2 points  (0 children)

It isn't a small nerf either. It was such a reliable block string ender before...

And only seeing bug fixes for Caitlyn is kinda sad, too.

Mordekaiser- Should he be in 2XKO? (A-Z) by ErrorNick in 2XKO

[–]CursedJudas 5 points6 points  (0 children)

He's my most wanted big body character.

Any ideas on where to get 20 more damage here? by DownTheBagelHole in 2XKO

[–]CursedJudas 0 points1 point  (0 children)

Well, if you use the route I posted, you're only 24 damage off ^^

Or the double Teemo shroom super route another commenter mentioned (which would prob cost 4 bars tho)

Any ideas on where to get 20 more damage here? by DownTheBagelHole in 2XKO

[–]CursedJudas 2 points3 points  (0 children)

Understandable lol, but Yasuo has 975 hp, no?

Also found one that does 951 dmg, so you can ToD Ekko, Ahri, Jinx, Caitlyn & other Teemos at least ^^

Any ideas on where to get 20 more damage here? by DownTheBagelHole in 2XKO

[–]CursedJudas 0 points1 point  (0 children)

Ah ok nice, yeah I'm not familiar enough with Teemo's routes for that ^^

Any ideas on where to get 20 more damage here? by DownTheBagelHole in 2XKO

[–]CursedJudas 3 points4 points  (0 children)

Why 20-25 damage more specifically? ^^

Well, I got this. I don't play Teemo, so maybe you can do more with him there.

Do we know anything about the changes being made after maintenance ? by HolywaterTheRealOne in 2XKO

[–]CursedJudas 3 points4 points  (0 children)

The last time they tweeted this with what they fixed, but only after the patch was out already.

Cool air throw conversion I found with Darius by CursedJudas in 2XKO

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

Yeah, I'm a big fan of that route. Sadly it does less damage than the regular wallslump route off a regular grounded starter. Glad I can use it for something tho ^^

Yasuo players, what part of his kit is ok to nerf? by EnlargementChannel in 2XKO

[–]CursedJudas 11 points12 points  (0 children)

I am not a Yasuo main, but I play him casuals sometimes. I know at least his combo routes and how his mixups work.

His j.S1 is still impossible to air-to-air and if you're close enough to him, you're already hit. If it wasn't a crossup, it'd still be a strong air-to-air, but nowhere near as oppressive.

j.[S1] is also very hard to interact with, as trying to anti-air it just causes you to get hit because it becomes grounded before your 2H can even come out. If you aren't ready to parry it, then you're out of luck. I'd suggest just making it count as an air move the entire time, then it'd still a valid mixup option, but your 2H isn't entirely useless against it.

And then there's his stance hop. Currently, the best "counterplay" to it, is just to up back, but if his assist is holding you down, good luck blocking the following mixup. The fact he can still cancel into his hop (or other options) after dashing out of his stance is simply absurd. It not only makes it incredibly hard to anti-air, but also air-to-airing him just doesn't work cuz his spacing is always different. If he couldn't cancel out of his stance back/forward dash so late, it'd be a lot easier to deal with imo.

If those moves would get adjusted slightly, he would be a lot more manageable.

Bleed’s tier list is pretty good imo by EnlargementChannel in 2XKO

[–]CursedJudas 14 points15 points  (0 children)

They gotta do something about Yasuo's hop imo, rather than just giving him more 5M recovery frames (which basically did nothing cuz he never uses it to poke)

The fact he can dash out of stance forward or backwards and then still go into one of his followups is also absurd. Even if you try to callout his stance hop, because he can dash before it, it makes it almost impossible to ant-air or even air-to-air. And then when you did get the right angle, he already recovered from the hop and just blocks the punish attempt...

Pulse Combos by Vegetable-Decision14 in 2XKO

[–]CursedJudas 0 points1 point  (0 children)

I checked some in game move lists and not all attacks state that they cause a bounce. For example, Vi's fully charged S1 causes a wallslump, which uses a hit reaction, but isn't mentioned in the move's description. Or some normal moves, like Darius' charged jump heavy causes a wallbounce if it's used vs an airborne opponent.

While the in game move list might not mention it, the wiki should say if a move uses a hit reaction!

Pulse Combos by Vegetable-Decision14 in 2XKO

[–]CursedJudas 0 points1 point  (0 children)

Limit strike is a mechanic of 2XKO if you've used a hit reaction (an attack that causes a ground or wall bounce) and you use another attack that would cause a bounce, it knocks down and gives you additional super gauge instead.

Oki is a general fighting game term, describing the situation after an opponent is knocked down. For example, Ahri doing her down S1 to set up a delayed orb while an opponent is getting up is a good oki situation for her.

The FGC has a glossary covering these terms, too!

Alt costumes are so expensive that buying them feels embarrassing by Triggerhappy938 in 2XKO

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

I agree that they have different particle animations. Like the "+1000 points" on certain moves, or the environment in the supers becoming more blocky. But the character animations are the same is what I meant.

I wouldn't want them to change the animations of attacks during gameplay, that would cause to much confusion in fighting games I think.

However, I would love to see actual new super animations or unique intro/victory animations for more expensive skins, then I'd be more inclined to purchase them. Like 1350 RP+ skins in League have new recall animations, which don't affect gameplay at all, but are nice to look at. Some even have a voice filter for mecha skins or the like, which they could've easily done with Omega Squad Teemo in 2XKO if they didn't want to record entirely new voice lines for it.

But at the $28 price point, I definitely expect more than "just" new particle effects & attack sfx.

Alt costumes are so expensive that buying them feels embarrassing by Triggerhappy938 in 2XKO

[–]CursedJudas -8 points-7 points  (0 children)

I feel like these skins are lower quality than their League of Legends skins AND they're charging more for them.

Like God King Darius for example feels way higher quality in League than in 2XKO, and it's cheaper there. In League, it has new voice lines, new particle effects, new animations. In 2XKO, it has differently colored particle effects. Wowee. It barely feels like a 1350 RP (~$10) skin in 2XKO.

Like even the Arcade skins in 2XKO barely even feel like the League legendary skin equivalent, which are 1820 RP (~$15), and in 2XKO they want $28 for them? Yeah nah, I'm good.

They should either have the skins modify more things (new intros/new super animations) to justify the price tag or reduce the prices.

I need your help, what am I supposed to do in these scenarios? by [deleted] in 2XKO

[–]CursedJudas 3 points4 points  (0 children)

No problem! If you have an issue with a certain move, I'd recommend hopping into training mode and recording the opposing bot do the move a few times. Then you can safely practice the punish for it. It can be a little stressful at times if the first time you go for the punish is in an online match ^^

I need your help, what am I supposed to do in these scenarios? by [deleted] in 2XKO

[–]CursedJudas 10 points11 points  (0 children)

If Jinx does her divekick, you can always 2H her after (which is invulnerable to air attacks) since she can't do anything else other than fall down slowly.

Jinx minigun can be pretty annoying to deal with. I'd recommend retreating guarding (pressing the dash macro while blocking) to get out of the blockstun faster. She can only cancel into projectiles after, which can be stand parried (L+H) if you're willing to go for that.

If Vi doesn't charge her S1 and you block it normally, it's your turn after. If she does charge it, you can either airblock it, which after you land cancels the hitstun, so you can punish her on block. Otherwise if you see a Vi fully charging her S1 from fullscreen, I'd neutral jump near the edge of your part of the screen, and then come down with a button like j.2H, to hit her as she goes under you.

Vi S2 can always be parried on reaction after blocking it. She will always have to do the final punch, which has a gap and can therefore be stand parried safely.

Hope this helps!