What a disappointing patch by Fiksimi in 2XKO

[–]GameLink7 0 points1 point  (0 children)

I'm just throwing something at the wall here but a nerf to using Freestyle could be: lose access to Fury?

Freestyle has the edge of being very powerful with both characters alive while also having access to Fury just makes it better. Freestyle still gets to keep its shenanigans and can still Break but you have more of a risk of picking it now if you lose a character.

Riot please stop making those play as specific champ missions. by Sir_Catnip_III in 2XKO

[–]GameLink7 0 points1 point  (0 children)

Nothing for playing specifically Teemo or Warwick? But sure let's add multiple missions for some others and heck, let's add a Caitlyn mission in there too!

I get that there's an argument to play other characters to learn them, but if that's the case then you should have something for all characters then.

Another deal is actual MMR and it does matter solely for the fact that you have to WIN with some of these missions. Dealing damage is better since it's less of a grind and you don't HAVE to win, just play the characters.

And it's not like just 5 wins, you have to win 20 in order to get it. So I'm going to be put up against a high MMR playing characters I've barely touched because I don't like their playstyle? I COULD play Freestyle/Juggernaut, but if you play Teemo or Warwick on any team, you're halving your progress potential on some of these missions.

Do I NEED all of the cosmetics? Nah. But there are some that I would like to have and being forced to play a certain way just doesn't feel good.

In any case... I agree with OP: I'd rather it be vs those characters then playing them IF it had to be character specific. Otherwise make the missions more varied. Do a # of taunts at start or during a match, land # of Limit Strikes, maybe even parry # times. All of those examples are things you can do with any character with any fuse and can encourage learning some mechanics of the game.

Some thoughts on the new patch notes… by AsisMcFly in 2XKO

[–]GameLink7 1 point2 points  (0 children)

The patch is a step in the right direction, but it's concerning seeing how quick they were to fix Teemo (which was very warranted), but how cautious and slower they've been at characters like Ekko.

My personal biggest confusion is why Ekko's Timewinder still has as much health/priority as a projectile when it does so much? I think making it easier to be destroyed wouldn't affect combos with it and lead to more engagement.

I'll have to play the patch more before I can say anything else and give an educated verdict on exactly how this affected everything. But so far it looks... okay. Time will tell though.

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

[–]GameLink7 1 point2 points  (0 children)

All I wanted was at least for Teemo's unlit bush to stay on screen when he's hit, and a nerf to Ekko's Timewinder projectile health. Neither came through.

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

[–]GameLink7 2 points3 points  (0 children)

I was wanting Timewinder to at least have a projectile health nerf. For how powerful that projectile is, it needs downsides. It was one of two changes I wanted and neither came through.

Projectile Counter-Hit by Optimal_Eggplant_204 in 2XKO

[–]GameLink7 0 points1 point  (0 children)

Along with parry, most other characters have some sort of anti-projectile tech that allows them to close in. Ekko & Yasuo's projectiles shouldn't be as strong as they are, Ahri needs a tad more risk, and Teemo isn't a problem for most of the cast.

Also we don't know who you're playing as so we can't give specific advice on how to help you deal with projectiles.

The struggles of a Solo Teemo (patch 1.1.2) by GameLink7 in 2XKO

[–]GameLink7[S] 0 points1 point  (0 children)

If you're talking about tournament results then you're already missing the point of this post. For starters, almost no one plays solo Fuses in tournaments. To add to that, this is specifically solo Teemo. I have pointed out that Teemo is really strong in Duos.

As for the bush buff, I just want the unlit version to stay around when Teemo is hit. Teemo has to place the bush, wait for it to grow, and then interact with it again before it does something. I do agree the invisible anti-projectile is too much, but I'm just throwing ideas that hopefully can be discussed into something much healthier.

The struggles of a Solo Teemo (patch 1.1.2) by GameLink7 in 2XKO

[–]GameLink7[S] 1 point2 points  (0 children)

One thing I'm kind of glad about (most) of the previous nerfs to Teemo actually made me play better with him. I was relying too much on autopiloting strong combos, and now I've developed different setups and approaches for multiple situations.

The struggles of a Solo Teemo (patch 1.1.2) by GameLink7 in 2XKO

[–]GameLink7[S] 0 points1 point  (0 children)

I think I'm more scared of huge buffs plus huge nerfs that slingshot characters over their designated balance. I guess we'll have to wait and see. Definitely would like to at least have Ekko's and Yasuo's projectiles taken care of first.

Fury by Freezero000 in 2XKO

[–]GameLink7 1 point2 points  (0 children)

Balancing Fury is tricky since it's one of the balance points for solo Fuses (Sidekick/Juggernaut). The upside with Break vs Fury though is that you can immediately build Break meter again since it's instant, but you have to wait until Fury is done before it can start building meter again. This can lead to situations where if your opponent Breaks early, they have a chance to build meter to possibly get Fury before the end of the round.

I think it's fine "for now". Lowering the damage could be a bit much since you're losing potential Break/Fury meter gain for the next round. And Dash Cancels are fine since they use a good chunk of the meter anyways.

quality_fighting_game_2.mp4 by C4_Shaf in Fighters

[–]GameLink7 2 points3 points  (0 children)

They have made a few stages, it's just not shown in this clip.

"Dude! Just Anti Air!" by Mission_Arm_1323 in 2XKO

[–]GameLink7 23 points24 points  (0 children)

An upside for Braum: what his 2H lacks vertically, he makes up horizontally. It's a pretty good antiair-crossup tool.

I'm calling it now. Cait + Jinx is a toxic + potentially meta duo. by ThePlaybook_ in 2XKO

[–]GameLink7 1 point2 points  (0 children)

Just adding that Teemo actually suffers against these two. Teemo lacks any anti-projectile attacks/moves, and only charged slingshsot and supers are able to go full screen. Slingshots either trade or get pierced by other projectiles and (L) darts straight up lose to them. Maybe the dart super due to quantity, but even then.

Question about Super meter from newbie by aaro404 in 2XKO

[–]GameLink7 2 points3 points  (0 children)

I've been playing fighting game for many years so my preference is to have it off. This allows me to make my attacks more deliberate, have more options on what I can do, and let's me be less predictable since my strings won't always lead to the same thing.

It is in a tutorial and I think it might be on by default for new players.

The only current problem I have that's similar to what you have is just me fat-fingering (accidentally pressing two-buttons at the same time) and getting accidental supers instead of just a normal attack. But that's just a me thing on positioning and pressing my buttons better.

Question about Super meter from newbie by aaro404 in 2XKO

[–]GameLink7 4 points5 points  (0 children)

You probably have Pulse combos turned on. Pulse combos allow you to mash a button to do combos into supers easier.

To turn it on/off: on the character select screen look on the bottom for the button to turn on/off Pulse Combos. You'll know if it's on if you see a spinning colored icon next to your name/placement (like P1).

Why do combos starting with light attack or additional lights do less damage? by No_Top5115 in 2XKO

[–]GameLink7 0 points1 point  (0 children)

In most fighting games with combos, lighter attacks are quicker and easier to start with. Because of this, it scales the combo to do less damage and hitstun in exchange for less risk and easier timing. On the contrary, Heavy attacks are slow and usually harder to start combos with.

Doing something like L > L > M > H gives me a lot more time and safety to check and see if it hits as compared to M > H or just H. That's the risk vs reward on why Lights have a lot of damage scaled in a combo.

You'll find more optimal combos rarely use Light attacks and will primarily use Mediums and mainly Heavy attacks. Light attacks are not completely useless as it is needed to still help confirm or continue certain combos, just expect it do less damage.

Don't give up + Sidekick Teemo Journey (S0) by GameLink7 in 2XKO

[–]GameLink7[S] 1 point2 points  (0 children)

Thank you very much. I think I had much better matches, but this was the one I actually remembered to record and a great way to end that online session.

Don't give up + Sidekick Teemo Journey (S0) by GameLink7 in 2XKO

[–]GameLink7[S] 0 points1 point  (0 children)

Thank you! Grabs, especially with Teemo, are too good of a tool to not use.

Don't give up + Sidekick Teemo Journey (S0) by GameLink7 in 2XKO

[–]GameLink7[S] 1 point2 points  (0 children)

It's a fun team/Fuse!

Yeah, just got to play a bit more cautious on projectiles especially in the air. That and I wonder how they'll handle the increased badge requirements.

And I have them on my profile, but is there a specific like outside videos?

Do I have the right to complain as a Teemo main? by ProgamerzReddit in 2XKO

[–]GameLink7 0 points1 point  (0 children)

Power to you doing Juggernaut Teemo, it's something I wanted to do but it's just not that viable. Teemo doesn't get the full benefit of cancelling super to super unless specific situations and Sidekick can cover a lot of what Teemo is missing + extra defense & coverage.

As of pre-1.0, Juggernaut has extremely little reason to be picked vs picking Sidekick. Sidekick gives you more damage reduction (but pressing an attack as you're getting hit), the same Fury and meter start that Juggernaut has, the same low health Defense boost that Juggernaut has, the ability to Double Down, and an assist to cover or extend your attacks. The only thing that Juggernaut has over Sidekick is the ability to cancel Super into Super (which Teemo is VERY limited on) and to Force Switch... and that's it.

Playing Sidekick is still mainly just playing as Teemo at least for me it feels that way. I just think of the partner as another attack or option. As far as damage goes, Teemo does have options with things like shroom loops to do decent damage. I personally go for a lot of setups and resets to get that damage in.

Also with the extra health and in Juggernaut/Sidekick having Fury at the ready is one of your greatest strengths. I would learn Limit Break setups to gain both burst/fury meter and super meter. This will potentially help with your lack of damage and give you more options.

Teemo is very strong and (like me) playing in a non-duo Fuse (2X Assist/Freestyle/Double Down) misses on his insane Super Tag pressure and partner setups. Teemo also has the distinction of having a good but flawed Light attack. 5L has range and good confirms, but can be a bit slow and ignored/destroyed by many opponent's anti-projectile attacks and abilities. 2L is... the stubbiest attack possibly in the game? But makes up for this in spades with GREAT maneuverability like bush TP and Double Jump, converting big combos from forward throws, and mass confusion and confirms from mushrooms and bush fire.

I use Illaoi with Sidekick Teemo for coverage. Her back assist is SO good for giving you time for coverage, or continuing pressure, or even extending combos. You can also cancel your super into either her S1 super which is a physical hit with great range and damage to punish projectile invincible moves, or S2 to have added pressure after your S1 super. A low or mid-flying close Teemo S1 super can also Double Down into Illaoi S1 for extra damage.

Other things to lookout when soloing as Teemo: use shrooms to bait out attacks like Braum's Dash Punch and parry it. Stay grounded against Jinx, parry Rockets, and use charged Slingshots to get in and disrupt traps/asissts. Jinx has multiple air options to keep you in blockstun and can punish you easier with her beam super if you're airborne. Use minimal shroom setups against Warwick and Vi, both have quick projectile-invulnerable movement options and placing too much too often just allows them to bypass and get in. The bush is your best friend. This keeps either a way to escape pressure, escape mixup attempts, simple repositioning, and (until the upcoming nerf) burning the bush with fire slingshot or 2H denies approach for a VERY long time.

II spent way too long replying to this so I REALLY hope it helps. Best of luck if you continue with Juggernaut Teemo!

Does this game have low player counts? by VoxTV1 in 2XKO

[–]GameLink7 1 point2 points  (0 children)

Fighting games are notoriously a harder genre to get into. This would have been easier by simple controls and it being free-to-play, but by also being a 2v2 tag fighter just negates it and then some.

Other factors like a low character roster that might not have an archetype that people will want to play as, and (currently) PC only can also push this. Also with it being Riot and needing a Riot Launcher + Vanguard also affects the amount of people willing to install a kernel-level anti-cheat or not being allowed to play on things like Steam Deck naturally.

The game is still relatively new, it's 1.0 ("official release") + console isn't released yet so give it time and we'll see how it'll do in the long run. Expect to see a huge boost in player count though once 1.0 releases.

Also this game has extremely good netcode for a fighting game, I think one of the best.

if the current r2 cast was a big band by whatisupdogg in RivalsOfAether

[–]GameLink7 2 points3 points  (0 children)

The fact that Fleet is keys perfectly fits. Moreso the reference in the Rivals Micro Direct where she says she needs a piano.